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Monster Details

Detailed information for this bestiary entry

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Will-o'-Wisp

Monster Stat Block

Tiny Undead, Chaotic Evil

AC19
Initiative+9 (19)
HP27 (11d4)
SpeedWalk 5 ft., Fly 50 ft. (hover)
STR1
MOD-5
SAVE-5
DEX28
MOD+9
SAVE+9
CON10
MOD+0
SAVE+0
INT13
MOD+1
SAVE+1
WIS14
MOD+2
SAVE+2
CHA11
MOD+0
SAVE+0
Damage ResistancesAcid; Bludgeoning; Cold; Fire; Necrotic; Piercing; Slashing
Damage ImmunitiesLightning; Poison
Condition ImmunitiesExhaustion; Grappled; Paralyzed; Petrified; Poisoned; Prone; Restrained; Unconscious
SensesDarkvision 120 ft.; Passive Perception 12
LanguagesCommon plus one other language
CRCR 2 (XP 450; PB +2)

Traits

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.

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.

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.

Found on p.333 of MM2025 (Free Rules)

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