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 monster can't wear or carry anything.
Illumination
The monster sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.
Incorporeal Movement
The monster can move through other creatures and objects as if they were Difficult. It takes damage if it ends its turn inside an object.
Actions
Shock
. .
Bonus Actions
Vanish
The monster and its light have the Invisible condition until the monster's Concentration ends on this effect, which ends early immediately after the monster makes an attack roll or uses Consume Life.
Consume Life
Constitution Saving Throw: DC , the monster can see within feet. that has 0 Hit Points.
Failure: The target dies, and the monster regains .