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Will-o-Wisp A5E

CR 2 undead

Small undead, chaotic evil


Armor Class
17
Hit Points
28 (8d6)
Speed
fly 50 ft.

STR2 (-4)
DEX24 (+7)
CON10 (+0)
INT12 (+1)
WIS14 (+2)
CHA12 (+1)

Saving Throws
Skills
Resistances
acid, cold, fire, necrotic, thunder; damage from nonmagical weapons
Damage Immunities
lightning, poison
Condition Immunities
fatigue, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses
darkvision 120 ft., passive Perception 12
Languages
the languages it knew in life
Challenge
2 (450 XP) · Proficiency Bonus +2

Conductive.

Each time a creature touches the will-o-wisp or hits it with a metal melee weapon for the first time on a turn, the creature takes 7 (2d6) lightning damage. This trait doesnt function while the will-o-wisps glow is extinguished.

Insubstantial.

The will-o-wisp can't pick up or move objects or creatures. It can move through creatures and objects. It takes 5 (1d10) force damage if it ends its turn inside an object.

Treasure Sense.

The will-o-wisp knows the location of coins, gems, and other nonmagical wealth within 500 feet.

Undead Nature.

A will-o-wisp doesnt require air, sustenance, or sleep.

Actions

Shock.

Melee Spell Attack: +4 to hit, reach 5 ft., one target. Hit: 10 (3d6) lightning damage. The will-o-wisp can't make this attack while its glow is extinguished.

Bonus Actions

Illumination.

The will-o-wisp alters the radius of its glow (shedding bright light in a 5- to 20-foot radius and dim light for the same number of feet beyond that radius), changes the color of its glow, or extinguishes its glow (making it invisible).

Other versions

Source: Monstrous Menagerie (EN Publishing) · License: OPEN GAME LICENSE Version 1.0a details