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  2. Monsters
  3. Will-o'-Wisp
  4. Source:5th Edition SRD

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Traits

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 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).

Show Attribute List

AC

19

Alignment

Chaotic Evil

CHA

11

CON

10

Challenge Rating

2

Condition Immunities

Exhaustion, Grappled, Paralyzed, Poisoned, Prone, Restrained, Unconscious

DEX

28

HP

22

Hit Dice

9d4

INT

13

Immunities

Lightning, Poison

Languages

the languages it knew in life

Passive Perception

12

Resistances

Acid, Cold, Fire, Necrotic, Thunder; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks

Roll 0

1d20+42d8

STR

1

Senses

Darkvision 120 ft.

Size

Tiny

Speed

0 ft., fly 50 ft. (hover)

Type

undead

WIS

14

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DEX
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CON
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INT
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WIS
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CHA
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Actions

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Reactions

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Legendary Actions

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Mythic Actions

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