Will-o'-Wisp
Will-o'-Wisp, CR 2
STR
1
-5
DEX
25
+9
CON
10
+0
INT
13
+1
WIS
15
+2
CHA
11
+0
Special Abilites
Consume Life. As a Bonus Action, the will-o'-wisp can target one creature it can see within 5 feet 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 feet equal to the chosen radius. The will-o'-wisp can alter the radius as a Bonus Action.
Actions
Shock. Melee Attack: 1d20+4 to hit, reach 5 ft., one target. Hit: 9 ( 2d6 ) 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).
Legendary Actions
The will-o'-wisp can take 3 epic actions, choosing from the options below. Only one epic action option can be used at a time and only at the end of another creature's Turn. The will-o'-wisp gains spent epic actions at the start of its turn. Shock. The will-o'-wisp makes a shock attack. Dart and Shock (Costs 2 Actions). The will-o'-wisp moves up to half its speed and makes a shock attack. If the attack hits, it can then use invisibility and move up to half its speed once more.
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