5e SRD 5.2.1 · 5.2.1
Will-o’-Wisp
Monsters > Will-o’-Wisp
Tiny Undead, Chaotic Evil AC 19 Initiative +9 (19) HP 27 (11d 4) Speed 5 ft., Fly 50 ft. (hover)
MOD SAVE MOD SAVE MOD SAVE Str 1−5 −5Dex 28+9+9Con 10+0+0 Int 13+1+1WIS 14+2+2Cha 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. Winter Wolf