Tiny undead, chaotic evil
- Armor Class
- 19
- Hit Points
- 22 (9d4)
- Speed
- fly 50 ft. (hover), 0 ft., canHover true ft.
- Challenge
- 2 (450 XP)
- Damage Resistances
- acid; cold; fire; necrotic; thunder; bludgeoning, piercing, slashing from nonmagical attacks
- Damage Immunities
- lightning; poison
- Condition Immunities
- exhaustion; grappled; paralyzed; poisoned; prone; restrained; unconscious
- Senses
- darkvision 120 ft., passive Perception 12
- Languages
- the languages it knew in life
Traits
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.
The will-o'-wisp can't wear or carry anything.
The will-o'-wisp can move through other creatures and objects as if they were 3. It takes 5 (1d10) force damage if it ends its turn inside an object.
The will-o'-wisp sheds bright light in a 5 to 20-foot radius and dim light for an additional number of ft. equal to the chosen radius. The will-o'-wisp can alter the radius as a bonus action.
Actions
Melee Spell Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d8) lightning damage.
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).