Will-o'-Wisp

Tiny undead, chaotic evil

Armor Class

19

Hit Points

22 (9d4)

Speed

0 ft., fly 50 ft. (hover)

STR

1 (-5)

DEX

28 (+9)

CON

10 (0)

INT

13 (+1)

WIS

14 (+2)

CHA

11 (0)

Damage Immunities

lightning, poison

Damage Resistances

acid, cold, fire, necrotic, thunder, bludgeoning, piercing, and slashing from nonmagical weapons

Condition Immunities

exhaustion, grappled, paralyzed, poisoned, prone, restrained, unconscious

Senses

darkvision 120 ft.

Languages

the languages it knew in life

Challenge

2 (450 XP)

Consume Life. As a bonus action, the will-o’-wisp can target one creature it can see within 5 ft. 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 ft. 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).

tiny
undead
cr2
monster-manual