Will-o'-Wisp

Tiny undead, Chaotic Evil

Armor Class19
Hit Points22 (9d4)
Speed0 ft., fly 50 ft. (hover)
STRDEXCONINTWISCHA
1 (-5) 28 (+9) 10 (+0) 13 (+1) 14 (+2) 11 (+0)
Saving Throws—
Skills—
Damage Vulnerabilities—
Damage Resistancesacid; cold; fire; necrotic; thunder; bludgeoning, piercing, slashing from nonmagical attacks
Damage Immunitieslightning; poison
Condition Immunitiesexhaustion; grappled; paralyzed; poisoned; prone; restrained; unconscious
Sensesdarkvision 120 ft., passive Perception 12
Languagesthe languages it knew in life
Challenge2

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 ft. equal to the chosen radius. The will-o'-wisp can alter the radius as a bonus action.

Actions

Shock.

Melee Spell Attack Roll: +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 concentration on a spell).