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Will-o'-Wisp

Tiny undead, chaotic evil

Armor Class
19
Hit Points
22
9d4
Speed
0 ft., fly 50 ft. (hover)
  • STR -5
  • DEX +9
  • CON 0
  • INT +1
  • WIS +2
  • CHA 0
Damage Resistances
acid; cold; fire; necrotic; thunder; bludgeoning, piercing, 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 2 450 XP · Proficiency +2

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 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 concentration on a spell).

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