Will-o’-Wisp

Tiny undead, chaotic evil

Armour Class: 19
Hit Points: 22 (9d4)
Speed: 0 ft., fly 50 ft. (hover)

STRDEXCON
1 (−5)28 (+9)10 (+0)
INTWISCHA
13 (+1)14 (+2)11 (+0)

Damage Resistances: acid, cold, fire, necrotic, thunder; bludgeoning, piercing, and 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 (450 XP)


Abilities

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).