Will-o’-Wisp¶
Tiny undead, chaotic evil
Armor Class 19
Hit Points 22 (9d4)
Speed 0 ft., fly 50 ft. (hover)
STR |
DEX |
CON |
INT |
WIS |
CHA |
---|---|---|---|---|---|
1 (-5) |
28 (+9) |
10 (+0) |
13 (+1) |
14 (+2) |
11 (+0) |
Damage Immunities lightning, poison
Damage Resistances acid, cold, fire, necrotic, thunder; 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
Challenge 2 (450 XP)
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.