Will-o'-Wisp | Monsters
Type | Undead |
---|---|
Hit Points | 22 (9d4) |
Armor Class | 19 |
Challenge | 2, 450 XP |
Speed | 0 Ft., Fly 50 Ft. (hover) |
Size | Tiny |
Alignment | Chaotic Evil |
Languages | The Languages It Knew In Life |
Senses | Darkvision 120 Ft., Passive Perception 12 |
Skills | |
Condition Immunities | Exhaustion, Grappled, Paralyzed, Poisoned, Prone, Restrained, Unconscious |
Damage Immunities | Lightning, Poison |
Damage Immunities | Acid, Cold, Fire, Necrotic, Thunder; Bludgeoning, Piercing, And Slashing From Nonmagical Weapons |
Strength | Dexterity | Constitution | Intelligence | Wisdom | Charisma |
---|---|---|---|---|---|
1 | 28 | 10 | 13 | 14 | 11 |
Description
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).