Will-o'-Wisp

Tiny · Undead · CR 2

Will-o'-Wisp
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)
Ability scores
STRDEXCONINTWISCHA
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.

Actions

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).

Shock. Melee Spell Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d8) lightning damage.

This monster is different in the other edition

What20142024
Hit points2227
SizeTinySmall

Read the other edition's version · Everything that changed for monsters