Will-o'-Wisp

Tiny
undead
,
chaotic evil
Challenge
2
(450 XP)
Armor Class:
19
Hit Points:
22
(9d4)
STR
1
(-5)
DEX
28
(+9)
CON
10
(+0)
INT
13
(+1)
WIS
14
(+2)
CHA
11
(+0)
Speed:
0 ft., fly 50 ft. (hover)
Saving Throws:
Skills:
Senses:

Darkvision 120 ft., Passive Perception 12

Languages:

The languages it knew in life

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).

Legendary Actions
Reactions
Condition Immunities:

Exhaustion, Grappled, Paralyzed, Poisoned, Prone, Restrained, Unconscious

Damage Immunities:

Lightning, Poison

Damage Resistance:

Acid, Cold, Fire, Necrotic, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks

Damage Vulnerabilities: