Will-o-Wisp
Small Undead
- Armor Class: 17
- Hit Points: 28 (8d6)
- Speed: walk 0 ft. fly 50 ft.
- Challenge Rating: 2 (450 XP)
- Source: A5e Monstrous Menagerie, page 425
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 2 (-4) |
24 (+7) |
10 (+0) |
12 (+1) |
14 (+2) |
12 (+1) |
- Skills:
- Damage Immunities: lightning, poison
- Damage Resistances: acid, cold, fire, necrotic, thunder; damage from nonmagical weapons
- Condition Immunities: fatigue, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
- Senses: darkvision 120 ft., passive Perception 12
- Languages: the languages it knew in life
Special Abilities
- 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).
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