Tiny undead, chaotic evil

  • Armor Class 19
  • Hit Points 22
  • Speed 0 ft., fly 50 ft. (hover)

1 (-5) 

28 (+9) 

10 (+0) 

13 (+1) 

14 (+2) 

11 (+0)

  • Damage Resistance Acid, Cold, Fire, Necrotic, Thunder; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
  • Damage Immunities Lightning, Poison
  • Condition Immunities Exhaustion, Grappled, Paralyzed, Poisoned, Prone, Restrained, Unconscious
  • Senses Darkvision 120 ft., passive Perception 12
  • Languages the languages it knew in life
  • Challenge 2 (450 XP)
  • 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.


  • Shock. Melee Spell Attack: +4 to hit, reach 5 ft., one creature. Hit: (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).