Wisp Fiend
Appearance: These creatures resemble the ethereal, glowing lights of traditional will-o’-the-wisps, but they are far more malevolent. Their light flickers between soft, inviting hues and sharp, sinister shades of red and violet. When looked at closely, their cores reveal tiny, distorted faces twisted in agony or mockery.
Behavior: Wisp Fiends are tricksters that enjoy leading people astray, but unlike their fey-like counterparts, their goal is to cause harm. They lead travelers deeper into the dark parts of the forest, where other creatures await, or into natural traps like bogs or ravines. Once the victim is lost or injured, the Wisp Fiends drain their remaining energy, growing brighter as their victims grow weaker.
Purpose: Created as both sentries and traps by Isolde, these fiends patrol the borders of her domain, protecting her territory by leading potential threats away or to their doom. However, their erratic nature means they sometimes act unpredictably, even drawing in creatures that Isolde did not intend.
example statblock
Small Fey, Chaotic Evil
Armor Class: 13
Hit Points: 27 (6d6 + 6)
Speed: 0 ft., fly 40 ft. (hover)
STR 3 (-4) | DEX 16 (+3) | CON 13 (+1) | INT 12 (+1) | WIS 12 (+1) | CHA 16 (+3)
Skills: Deception +5, Stealth +7
Damage Resistances: Acid, Cold, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities: Necrotic, Poison
Condition Immunities: Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Poisoned, Prone, Restrained
Senses: Darkvision 60 ft., Passive Perception 11
Languages: Common, Sylvan, Elvish
Challenge: 3 (700 XP)
Incorporeal Movement. The Wisp Fiend can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Illumination. The Wisp Fiend sheds dim light in a 10-foot radius.
Actions
Shock. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 10 (3d6) lightning damage.
Luring Light. The Wisp Fiend can force one creature within 60 feet of it to make a DC 13 Wisdom saving throw or become Charmed for 1 minute. The Charmed creature must use its turn to move toward the Wisp Fiend. The creature can repeat the saving throw at the end of each of its turns.
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