Will-o'-Wisp
Tiny · Undead · CR 2

- Type
- Undead
- Size
- Tiny
- Alignment
- chaotic evil
- Armour class
- 19
- Hit points
- 22 (9d4)
- Initiative
- +9
- Speed
- 0 ft., fly 50 ft.
- 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
- 2 (450 XP)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 1 (-5) | 28 (+9) | 10 (+0) | 13 (+1) | 14 (+2) | 11 (+0) |
Traits
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.
This monster is different in the other edition
| What | 2014 | 2024 |
|---|---|---|
| Hit points | 22 | 27 |
| Size | Tiny | Small |
Read the other edition's version · Everything that changed for monsters