Will-o'-Wisp

Tiny Undead, Chaotic Evil
Initiative +9 (19)
AC 19
HP 27 (11d4)
Speed 5 ft., Fly 50 ft. (hover)
MOD
SAVE
MOD
SAVE
MOD
SAVE

Str
1
-5
-5
Dex
28
+9
+9
Con
10
+0
+0

Int
13
+1
+1
Wis
14
+2
+2
Cha
11
+0
+0

Resistances Acid, Bludgeoning, Cold, Fire, Necrotic, Piercing, Slashing
Immunities Lightning, Poison; Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
Senses Darkvision 120 ft., Passive Perception 12
Languages Common plus one other language
CR 2 (XP 450; PB +2)
Traits

Ephemeral. The wisp can't wear or carry anything.

Illumination. The wisp sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.

Incorporeal Movement. 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.

Actions

Shock. Melee Attack Roll: +4, reach 5 ft. Hit: 11 (2d8 + 2) Lightning damage.

Bonus actions

Consume Life. Constitution Saving Throw: DC 10, one living creature the wisp can see within 5 feet that has 0 Hit Points. Failure: The target dies, and the wisp regains 10 (3d6) Hit Points.

Vanish. The wisp and its light have the Invisible condition until the wisp's Concentration ends on this effect, which ends early immediately after the wisp makes an attack roll or uses Consume Life.

Habitat: Forest, Swamp, Urban
Monster Manual 2024 (BR)

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