Tiny undead, Chaotic Evil
| Armor Class | 19 |
|---|---|
| Hit Points | 22 (9d4) |
| Speed | 0 ft., fly 50 ft. (hover) |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 1 (-5) | 28 (+9) | 10 (+0) | 13 (+1) | 14 (+2) | 11 (+0) |
| Saving Throws | — |
|---|---|
| Skills | — |
| Damage Vulnerabilities | — |
| Damage Resistances | acid; cold; fire; necrotic; thunder; bludgeoning, piercing, slashing from nonmagical attacks |
| 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 |
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.
The will-o'-wisp can't wear or carry anything.
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.
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.
Melee Spell Attack Roll: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d8) lightning damage.
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).
Tiny undead, Chaotic Evil
| Armor Class | 19 |
|---|---|
| Hit Points | 27 (11d4) |
| Speed | 5 ft., fly 50 ft. (hover) |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 1 (-5) | 28 (+9) | 10 (+0) | 13 (+1) | 14 (+2) | 11 (+0) |
| Saving Throws | — |
|---|---|
| Skills | — |
| Damage Vulnerabilities | — |
| Damage Resistances | acid; bludgeoning; cold; fire; necrotic; piercing; slashing |
| Damage Immunities | lightning; poison |
| Condition Immunities | exhaustion; grappled; paralyzed; petrified; poisoned; prone; restrained; unconscious |
| Senses | Darkvision 120 ft., passive Perception 12 |
| Languages | Common plus one other language |
| Challenge | 2 |
The wisp can't wear or carry anything.
The wisp sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.
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.
Melee Attack Roll: +4, reach 5 ft. Hit: 11 (2d8 + 2) Lightning damage.