Will-o’-Wisp

CR 2
Tiny Undead
Armor Class 17 (Ephemeral)
Hit Points 31
Speed 0 ft., fly 50 ft.
Perception 13 Stealth 14
Immune lightning | grappled, paralyzed, prone, restrained, unconscious | Undead Resilience
Sensesdarkvision 120 ft.
Languages the languages it knew in life


STR DEX CON INT WIS CHA
-5 +4 +0 +1 +3 +0

Ephemeral. The will-o�-wisp can’t wear or carry anything. In addition, it adds its WIS modifier to its AC (included above).

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.

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.

Undead Nature. The will-o�-wisp doesn’t require air, food, drink, or sleep.

Undead Resilience. The will-o�-wisp is immune to poison damage, to exhaustion, and to the poisoned condition.

Actions

Multiattack. The will-o�-wisp makes two Shock attacks.

Shock. Melee Spell Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) lightning damage.

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

Bonus Actions

Beckon. The will-o�-wisp pulses its lightly gently toward one creature it can see within 30 feet of it. The target must succeed on a DC 13 WIS save or use its reaction to move up to its speed toward the will-o�-wisp by the most direct route. It doesn’t avoid opportunity attacks or damaging terrain when moving.

Reactions

Consume Life. When a creature the will-o�-wisp can see within 15 feet of it is reduced to 0 HP, the will-o�-wisp can consume some of that creature’s fading life. The will-o�-wisp gains 7 (2d6) temporary HP, and the creature has disadvantage on the next death save it makes before the end of the wisp’s next turn.

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