- Challenge
- 2
- XP
- 450
- Size
- Tiny
- Type
- undead
- Alignment
- chaotic evil
- Armour Class
- 19
- Hit Points
- 22
- Hit Dice
- 9d4
- STR
- 1
- DEX
- 28
- CON
- 10
- INT
- 13
- WIS
- 14
- CHA
- 11
- Condition immunities
- exhaustion, grappled, paralyzed, poisoned, prone, restrained, unconscious
Traits
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) 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) 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 to hit, reach 5 ft., one creature. Hit: 9 (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).
Resistant to bludgeoning, piercing, and slashing from nonmagical attacks. Condition immunities: exhaustion, grappled, paralyzed, poisoned, prone, restrained, unconscious. Senses: darkvision 120 ft., passive Perception 12. Languages: the languages it knew in life. Speed: 0 ft., fly 50 ft. (hover).
SRD 5.1, p.355 · OGL 1.0a