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Will-o'-Wisp

Tiny undead, Chaotic Evil

Armor Class 19

Hit Points 27 (11d4)

Speed 5 ft., fly 50 ft.

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

Damage Resistances acid, bludgeoning, cold, fire, necrotic, piercing, slashing

Damage Immunities lightning, poison

Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious

Senses Darkvision 120 ft., passive Perception 12

Languages Common plus one other language

Challenge 2

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. m +4, reach 5 ft. Hit: 11 (2d8 + 2) Lightning damage.

Bonus Actions

Consume Life. con DC 10, one living creature the wisp can see within 5 feet that has 0 Hit Points. 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.

Source

Monster Manual (2024), p. 333