Tiny undead, chaotic evil
Armor Class: 19
Hit Points: 22 (9d4) 9d4
Speed:
0 ft
, fly: 50 ft
, can hover
Damage Resistances: acid, cold, fire, necrotic, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities: lightning, poison
Condition Immunities: exhaustion, grappled, paralyzed, poisoned, prone, restrained, unconscious
Senses: darkvision 120 ft., passive Perception 12
Languages: the languages it knew in life
Challenge Rating: 2
Consume Life. As a bonus action, the will-o'-wisp can target one creature it can see within 5 feet of it that has 0 hit points and is still alive. The target must succeed on a DC 10 Constitution saving throw against this magic or die. If the target dies, the will-o'-wisp regains 10 (3d6) 3d6 hit points.
Ephemeral. The will-o'-wisp can't wear or carry anything.
Incorporeal Movement. The will-o'-wisp can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) 1d10 force damage if it ends its turn inside an object.
Variable Illumination. The will-o'-wisp sheds bright light in a 5 to 20-foot radius and dim light for an additional number of feet equal to the chosen radius. The will-o'-wisp can alter the radius as a bonus action.
Actions
Shock. Melee Spell Attack: +4 1d20+4 to hit, reach 5 ft., one creature. Hit: 9 (2d8) 2d8 lightning damage.
Invisibility. The will-o'-wisp and its light magically become invisible until it attacks or uses its Consume Life, or until its concentration ends (as if concentrating on a spell).
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