+9
Darkvision 120 ft
Common Plus One Other Language
Acid, Bludgeoning, Cold, Fire, Necrotic, Piercing, Slashing
Lightning, Poison
Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
Traits
Ephemeral
The will-o'-wisp can't wear or carry anything.
Illumination
The will-o'-wisp sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.
Incorporeal Movement
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
Melee Weapon Attack: +4 to hit, reach 5 ft.. Hit: 11 (2d8 + 2) lightning damage.
Bonus Actions
Vanish
The will-o'-wisp and its light have the Invisible condition until the will-o'-wisp's Concentration ends on this effect, which ends early immediately after the will-o'-wisp makes an attack roll or uses Consume Life.
Consume Life
Constitution Saving Throw: DC 10, one living creature the will-o'-wisp can see within 5 feet. that has 0 Hit Points.
Failure: The target dies, and the will-o'-wisp regains 10 (3d6) hit points.