✦ Creature Codex✦
Will-o'-Wisp
CR 2 Tiny Undead
Will-o'-Wisp
AC19
Initiative+9 (19)
HP27 (11d4)
Speed5 ft., Fly 50 ft. (hover)
| mod | save | ||
|---|---|---|---|
| Str | 1 | -5 | -5 |
| Dex | 28 | +9 | +9 |
| Con | 10 | +0 | +0 |
| mod | save | ||
|---|---|---|---|
| Int | 13 | +1 | +1 |
| Wis | 14 | +2 | +2 |
| Cha | 11 | +0 | +0 |
ResistancesAcid, Bludgeoning, Cold, Fire, Necrotic, Piercing, Slashing
ImmunitiesLightning, Poison; Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
SensesDarkvision 120 ft.; Passive Perception 12
LanguagesCommon plus one other language
CR2 (XP 450; PB +2)
Ephemeral.The wisp can't wear or carry anything.
Illumination.The wisp sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.
Incorporeal Movement.The 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.
Shock.Melee Attack Roll: +4, reach 5 ft. Hit: 11 (2d8 + 2) Lightning damage.
Consume Life.Constitution Saving Throw: DC 10, one living creature the wisp can see within 5 feet that has 0 Hit Points. Failure: The target dies, and the wisp regains 10 (3d6) Hit Points.
Vanish.The wisp and its light have the Invisible condition until the wisp's Concentration ends on this effect, which ends early immediately after the wisp makes an attack roll or uses Consume Life.
SRD 5.2.1 material by Wizards of the Coast LLC, licensed under CC BY 4.0. Reformatted for display.