# Will-o'-Wisp *Tiny* *Undead* *chaotic evil* - **Armor Class:** 19 - **Hit Points:** 22 (9d4) - **Speed:** hover True ft. walk 0 ft. fly 50 ft. - **Challenge Rating:** 2 (450 XP) - **Source:** 5.1 SRD (2015 MM), page 355 | STR | DEX | CON | INT | WIS | CHA | | --- | --- | --- | --- | --- | --- | | 1 (-5) | 28 (+9) | 10 (+0) | 13 (+1) | 14 (+2) | 11 (+0) | - **Skills:** - **Damage Immunities:** lightning, poison - **Damage Resistances:** acid, cold, fire, necrotic, thunder; bludgeoning, piercing, and slashing from nonmagical attacks - **Condition Immunities:** exhaustion, grappled, paralyzed, poisoned, prone, restrained, unconscious - **Senses:** darkvision 120 ft., passive Perception 12 - **Languages:** the languages it knew in life ### Special Abilities - **Consume Life:** As a bonus action, the will-o'-wisp can target one creature it can see within 5 ft. 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. - **Ephemeral:** The will-o'-wisp can't wear or carry anything. - **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 ft. equal to the chosen radius. The will-o'-wisp can alter the radius as a bonus action. ### Actions - **Shock:** Melee Spell Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d8) lightning damage. - **Invisibility:** 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).