Will-o'-Wisp

Tiny / undead / Chaotic Evil / CR 2

Armor Class19
Hit Points22 (9d4)
Speed30 ft
Challenge2
Proficiency+2
STR1-5
DEX28+9
CON10+0
INT13+1
WIS14+2
CHA11+0
Initiative

+9

Senses

Darkvision 120 ft

Languages

Languages It Knew In Life

Damage resistances

Acid, Cold, Fire, Necrotic, Thunder, Bludgeoning, Piercing, Slashing From Attacks That Aren'T Magical

Damage immunities

Lightning, Poison

Condition immunities

Grappled, Paralyzed, Poisoned, Prone, Restrained, Unconscious, Exhaustion

Traits

Ephemeral

The will-o'-wisp can't wear or carry anything.

Incorporeal Movement

special

The will-o'-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

action

Melee Spell Attack: +4 to hit, reach 5 ft.. Hit: 11 (2d8 + 2) lightning damage.

Invisibility

action

The will-o'-wisp and its light magically become invisible until it attacks or uses its Consume Life, or until its concentration ends (as if concentrating on a spell).

Bonus Actions

Consume Life

bonus

As a bonus action, the will-o'-wisp can target one creature it can see within 5 feet 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

bonus

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.