OmnisGM / rules
GitHub ↗
D&D · SRD 5.2.1 (5.5e, 2024)

Will-o'-Wisp Small Undead, Chaotic Evil

Armor Class
19
Hit Points
27 (11d4)
Speed
5 ft., Fly 50 ft. (hover)
Initiative
+9 (19)
STRDEXCONINTWISCHA
SCORE12810131411
MOD-5+9+0+1+2+0
SAVE-5+9+0+1+2+0
Resistances
Acid, Bludgeoning, Cold, Fire, Necrotic, Piercing, Slashing
Senses
darkvision 120 ft.; Passive Perception 12
Languages
Common plus one other language
CR
2 (XP 450)

Traits

Ephemeral. The wisp can't wear or carry anything.

Illumination. The wisp sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.

Incorporeal Movement. The 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.

Actions

Shock. Melee Attack Roll: +4, reach 5 ft. 11 (2d8 + 2) Lightning damage.

Bonus Actions

Consume Life. Constitution Saving Throw: DC 10, one living creature the wisp can see within 5 feet that has 0 Hit Points. Failure: The target dies, and the wisp regains 10 (3d6) Hit Points.

Vanish. The wisp and its light have the Invisible condition until the wisp's Concentration ends on this effect, which ends early immediately after the wisp makes an attack roll or uses Consume Life.

Build your character in OmnisGM An interactive character sheet — for these very rules.
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