Will-o'-Wisp

Tiny undead, chaotic evil
Armor Class
19
Hit Points
9d4 (22)
Speed
walk
0 ft.
fly
50 ft.
hover

STR
1 (-5)
DEX
28 (+9)
CON
10 (+0)
INT
13 (+1)
WIS
14 (+2)
CHA
11 (+0)

Senses darkvision 120 ft., passive Perception 12
Languages the languages it knew in life
Challenge 2 (450XP)

Damage Resistances
acid, cold, fire, necrotic, thunder, bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities
lightning, poison
Condition Immunities
exhaustion, grappled, paralyzed, poisoned, prone, restrained, unconscious

Special Abilities

Consume Life

As a bonus action, the will-o'-wisp can target one creature it can see within 5 ft. 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 ft. 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).