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  1. SRDs/
  2. D&D 5th Edition/
  3. Monsters/
  4. Will-o'-Wisp/

Will-o'-Wisp

Will-o'-Wisp

Tiny undead, chaotic evil
  • Armor Class 19 (undefined)
  • Hit Points 22 (9d4)
  • Speed 0 ft., fly 50 ft. (hover)
  • STR
    1 (-5)
  • DEX
    28 (+9)
  • CON
    10 (+0)
  • INT
    13 (+1)
  • WIS
    14 (+2)
  • CHA
    11 (+0)
  • Damage Resistances acid, cold, fire, necrotic, thunder; bludgeoning, piercing, and slashing from nonmagical weapons
  • 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)
  • 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).

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