Will-o'-Wisp (Black Flag)
- Size
- Tiny
- Type
- Undead
- Challenge Rating
- 2
- Source
- Black Flag SRD
- Armor Class
- 17
- Speeds
- 0, fly 50
- Walking Speed
- 0
- Flying Speed
- 50
- Strength Score
- 1
- Dexterity Score
- 18
- Constitution Score
- 10
- Intelligence Score
- 12
- Wisdom Score
- 16
- Charisma Score
- 10
- Vision
- Darkvision (120ft)
- Languages Ref
- the languages it knew in life
- Hit Points
- 31
- Resistances
- Resistant to Acid Damage, Resistant to Cold Damage, Resistant to Fire Damage, Resistant to Necrotic Damage, Resistant to Thunder Damage, Resistant to Non-Magical Damage, Immune to Lightning Damage
Tiny undead
Armor Class 17 (Ephemeral)
Hit Points 31
Speed 0 ft., fly 50 ft. (hover)
- STR
- 1 (−5)
- DEX
- 18 (+4)
- CON
- 10 (+0)
- INT
- 12 (+1)
- WIS
- 16 (+3)
- CHA
- 10 (+0)
Damage Resistances acid,cold,fire,necrotic,thunder; bludgeoning,piercing,and slashing damage from nonmagical attacks
Damage Immunities lightning,grappled,paralyzed,prone,restrained,unconscious,Undead Resilience
Senses darkvision 120 ft.
Languages the languages it knew in life
Challenge 2 (450 XP)
Ephemeral. The will-o'-wisp can't wear or carry anything. In addition, it adds its WIS modifier to its AC (included above).
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.
Undead Nature. The will-o'-wisp doesn't require air, food, drink, or sleep.
Undead Resilience. The will-o'-wisp is immune to poison damage, to exhaustion, and to the poisoned condition.
Actions
Multiattack. The will-o'-wisp makes two Shock attacks.
Shock. Melee Spell Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) lightning damage.
Invisibility. The will-o'-wisp and its light magically become invisible until it attacks or uses its Beckon, or until its concentration ends (as if concentrating on a spell).
Bonus Actions
Beckon. The will-o'-wisp pulses its lightly gently toward one creature it can see within 30 feet of it. The target must succeed on a DC 13 WIS save or use its reaction to move up to its speed toward the will-o'-wisp by the most direct route. It doesn't avoid opportunity attacks or damaging terrain when moving.
Reactions
Consume Life. When a creature the will-o'-wisp can see within 15 feet of it is reduced to 0 HP, the will-o'-wisp can consume some of that creature's fading life. The will-o'-wisp gains 7 (2d6) temporary HP, and the creature has disadvantage on the next death save it makes before the end of the wisp's next turn.
Stat block from Black Flag SRD by Kobold Press, used under the ORC License. It is not Geminaea material. See Legal.