Wiki › Monsters & Creatures

Will-o'-Wisp 2014

CR 2 undead

Tiny undead, chaotic evil


Armor Class
17 (Ephemeral)
Hit Points
31
Speed
fly 50 ft. (hover)

STR1 (-5)
DEX18 (+4)
CON10 (+0)
INT12 (+1)
WIS16 (+3)
CHA10 (+0)

Saving Throws
Strength -5, Dexterity +4, Constitution +0, Intelligence +1, Wisdom +3, Charisma +0
Skills
Resistances
acid,cold,fire,necrotic,thunder; bludgeoning,piercing,and slashing damage from nonmagical attacks
Damage Immunities
lightning,grappled,paralyzed,prone,restrained,unconscious,Undead Resilience
Senses
darkvision 120 ft., passive Perception 13
Languages
the languages it knew in life
Challenge
2 (450 XP) · Proficiency Bonus +2

Ephemeral.

The will-o'-wisp can't wear or carry anything. In addition, it adds its WIS modifier to its AC (included above).

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.

Undead Nature.

The will-o'-wisp doesn't require air, food, drink, or sleep.

Undead Resilience.

The will-o'-wisp is immune to poison damage, to exhaustion, and to the poisoned condition.

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.

Actions

Multiattack.

The will-o'-wisp makes two Shock attacks.

Shock.

Melee Spell Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) lightning damage.

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).

Bonus Actions

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.

Reactions

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.

Other versions

Source: Black Flag SRD (Kobold Press) · License: Creative Commons Attribution 4.0 details