Monster
Will-o'-Wisp
Official reference · XMM · 2024
- Creature type
- Undead
- Size
- Tiny
- Armor class
- 19
- Hit points
- 27 (11d4)
- Speed
- Walk 5 ft., Fly 50 ft. (hover)
- Challenge rating
- 2
- Alignment
- Chaotic Evil
- Strength
- 1
- Dexterity
- 28
- Constitution
- 10
- Intelligence
- 13
- Wisdom
- 14
- Charisma
- 11
- Passive Perception
- 12
- Senses
- Darkvision 120 ft.
- Languages
- Common plus one other language
- Resistances
- acid, bludgeoning, cold, fire, necrotic, piercing, slashing
- Immunities
- lightning, poison
- Condition Immunities
- exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
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: +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.