Speed:
Walk 0 ft.,
Fly 50 ft., (hover)
STR
1
(-5)
DEX
28
(9)
CON
10
(0)
INT
13
(1)
WIS
14
(2)
CHA
11
(0)
Saving Throws:
—
Skills:
—
Damage Vulnerabilities:
—
Damage Resistances:
acid, cold, fire, necrotic, thunder, bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities:
lightning, poison
Condition Immunities:
Exhaustion, Grappled, Paralyzed, Poisoned, Prone, Restrained, Unconscious
Senses:
darkvision 120 ft.
Languages: the languages it knew in life
Proficiency Bonus: 2
Traits:
-
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).