Tools and Taverns
Affects species ability score bonuses: choose 2014 or 2024 rules.

Will-o'-Wisp

SRD 5.2.1 (2024 rules)

Will-o'-Wisp

Tiny Undead, Chaotic Evil

Armor Class19
Initiative+9 (19)
Hit Points27 (11d4)
Speed5 ft., Fly 50 ft. (hover)
STR1 (-5)Save -5
DEX28 (+9)Save +9
CON10 (+0)Save +0
INT13 (+1)Save +1
WIS14 (+2)Save +2
CHA11 (+0)Save +0
ResistancesAcid, Bludgeoning, Cold, Fire, Necrotic, Piercing, Slashing
ImmunitiesLightning, Poison; Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
SensesDarkvision 120 ft.; Passive Perception 12
LanguagesCommon plus one other language
Challenge2 (XP 450; PB +2)

Traits

Ephemeral. The wisp can't wear or carry anything.

Illumination. The wisp sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.

Incorporeal Movement. The 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.

Actions

Shock. Melee Attack Roll: +4, reach 5 ft. Hit: 11 (2d8 + 2) Lightning damage.

Bonus Actions

Consume Life. Constitution Saving Throw: DC 10, one living creature the wisp can see within 5 feet that has 0 Hit Points. Failure: The target dies, and the wisp regains 10 (3d6) Hit Points.

Vanish. The wisp and its light have the Invisible condition until the wisp's Concentration ends on this effect, which ends early immediately after the wisp makes an attack roll or uses Consume Life.

This work includes material from the System Reference Document 5.2.1 ("SRD 5.2.1") by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.