Skip to content

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.