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D&D · SRD 5.1 (5e, 2014)

Will-o'-Wisp Tiny Undead, Chaotic Evil

Armor Class
19
Hit Points
22 (9d4)
Speed
0 ft., Fly 50 ft. (hover)
STRDEXCONINTWISCHA
SCORE12810131411
MOD-5+9+0+1+2+0
SAVE-5+9+0+1+2+0
Resistances
Acid, Cold, Fire, Necrotic, Thunder; Bludgeoning, Piercing, and Slashing from nonmagical attacks
Immunities
Lightning, Poison; Exhaustion, Grappled, Paralyzed, Poisoned, Prone, Restrained, Unconscious
Senses
darkvision 120 ft.; Passive Perception 12
Languages
the languages it knew in life
CR
2 (XP 450)

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 feet 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).

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Includes material from the System Reference Document (SRD 5.2.1 / 5.1) by Wizards of the Coast, licensed under CC BY 4.0. Legal