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# Will-o'-Wisp
Tiny Undead Chaotic Evil
 
**Armour Class:** 19<br>
**Hit Points:** 22 [roll:9d4]<br>
**Proficiency Bonus:** <br>
**Movement:** &nbsp;&nbsp;&nbsp;&nbsp; *Fly:* 50
 
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| **STR** | **DEX** | **CON** | **INT** | **WIS** | **CHA** |
|---------|---------|---------|---------|---------|---------|
| 1 (-5) | 28 (+9) | 10 (+0) | 13 (+1) | 14 (+2) | 11 (+0) |
 
---
 
**Saving Throws:** <br>
**Skills:** <br>
**Senses:** darkvision 120 ft., passive Perception 12<br>
**Languages:** the languages it knew in life<br>
**Challenge:** 2 / (450XP)
 
**Damage Resistances:** acid, cold, fire, necrotic, thunder; bludgeoning, piercing, and slashing from nonmagical attacks<br>
**Damage Immunities:** lightning, poison<br>
**Condition Immunities:** exhaustion, grappled, paralyzed, poisoned, prone, restrained, unconscious<br>
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Special Abilities

Ephemeral. The will-o’-wisp can’t wear or carry anything. Variable Illumination. 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.

Actions

Shock

Melee Spell Attack: +4 to hit , reach 5 ft., one creature.

Hit: 9 lightning damage.

Invisibility

The will-o’-wisp and its light magically become invisible until it attacks, uses its Consume Life, or until its concentration ends (as if concentrating on a spell).

Bonus Actions

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 hit points.