Tiny undead, chaotic evil
Armor Class: 19
Hit Points: 9d4
Speed:
0 ft
, fly: 50 ft
, burrow: 0 ft
, swim: 0 ft
, climb: 0 ft
, can hover
Saving Throws: None
Skills: 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 1d10 force damage if it ends its turn inside an object.
Damage Vulnerabilities: None
Damage Resistances: Acid; cold; fire; necrotic; thunder; bludgeoning, piercing, and slashing from non magical weapons
Damage Immunities: Lightning, poison
Condition Immunities: Exhaustion; grappled; paralyzed; poisoned; prone; restrained; unconscious
Senses: Darkvision: 120ft
Passive Perception: 12
Languages: The languages it knew in life
Challenge Rating: 2
( 450 XP)
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 Life Drain, or until its concentration ends (as if concentrating on a spell).
Bonus Actions
Consume Life
As a bonus action, the will-o'-wisp can target one creature it can see within 5 ft 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.
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.