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Will-o'-Wisp

Monster Image

Basic

Size: Tiny

Type: undead

Alignment: chaotic evil

Health

Hit Points: 22

Hit Dice: 9d4

HP Roll: 9d4

Armor

Type: dex

Value: 19

Movement

Walk: 0 ft.

Fly: 50 ft.

Swim: None

Ability Scores

Strength: 1

Dexterity: 28

Constitution: 10

Intelligence: 13

Wisdom: 14

Charisma: 11

Proficiencies

None

Senses

  • darkvision: 120 ft.
  • passive_perception: 12

Damage Vulnerabilities

None

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

Special Abilities

  • 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.
    • DC Type: CON
    • DC Value: 10
    • Success Type: None
  • 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).

Legendary Actions

None

Other Information

Languages: the languages it knew in life

Challenge Rating: 2

Proficiency Bonus: 2

XP: 450