Will-o'-Wisp

Tiny Undead, Chaotic Evil

Armor Class 19   Initiative +9 (19)   Hit Points 27 (11d4)   Speed 5 ft., Fly 50 ft. (hover)

STR— (+0)
DEX28 (+9)
CON10 (+0)
INT13 (+1)
WIS14 (+2)
CHA11 (+0)

Saving Throws Dex +9, Con +0, Int +1, Wis +2, Cha +0

Damage Resistances Acid, Bludgeoning, Cold, Fire, Necrotic, Piercing, Slashing

Damage Immunities Lightning, Poison; Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious

Senses Darkvision 120 ft.; Passive Perception 12

Languages Common plus one other language

Challenge Rating 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.

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