49 lines
2.9 KiB
Markdown
49 lines
2.9 KiB
Markdown
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# Will-o'-Wisp
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*tiny* *Undead*
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- **Armor Class:** 17 (Ephemeral)
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- **Hit Points:** 31
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- **Speed:** walk 0 ft. fly 50 ft. hover True ft.- **Perception**: 13
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- **Stealth**: 14
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- **Challenge Rating:** 2 (450 XP)
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- **Source:** Black Flag,
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| STR | DEX | CON | INT | WIS | CHA |
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| --- | --- | --- | --- | --- | --- |
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| -5 | +4 | +0 | +1 | +3 | +0 |
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- **Damage Immunities:** lightning,grappled,paralyzed,prone,restrained,unconscious,Undead Resilience
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- **Damage Resistances:** acid,cold,fire,necrotic,thunder; bludgeoning,piercing,and slashing damage from nonmagical attacks
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- **Senses:** darkvision 120 ft.
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- **Languages:** the languages it knew in life
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### Special Abilities
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- **Ephemeral:** The will-o'-wisp can't wear or carry anything. In addition, it adds its WIS modifier to its AC (included above).
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- **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.
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- **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.
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- **Undead Nature:** The will-o'-wisp doesn't require air, food, drink, or sleep.
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- **Undead Resilience:** The will-o'-wisp is immune to poison damage, to exhaustion, and to the poisoned condition.
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### Actions
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- **Multiattack:** The will-o'-wisp makes two Shock attacks.
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- **Shock:** Melee Spell Attack: +5 to hit, reach 5 ft., one target. _Hit:_ 10 (2d6+3) lightning damage.
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- **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).
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### Bonus Actions
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- **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.
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### Reactions
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- **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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### License
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This work contains material from the Black Flag Roleplaying Reference Document v0.2, © Open Design LLC d/b/a Kobold Press. Reserved Material elements in this product include all elements designated as Reserved Material under the ORC License. This product contains no Expressly Designated Licensed Material.
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This work is licensed under the ORC License, located at the Library of Congress at TX 9-307-067, and available online at various locations including koboldpress.com/orclicense and others. All warranties are disclaimed as set forth therein.
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