Will‐o’‐Wisp
Tiny undead, chaotic evil
- Armor Class
 - 19
 - Hit Points
 - 22 (9d4)
 - Speed
 - 0 ft., fly 50 ft. (hover)
 
| STR | DEX | CON | INT | WIS | CHA | 
|---|---|---|---|---|---|
| 1 (−5) | 28 (+9) | 10 (+0) | 13 (+1) | 14 (+2) | 11 (+0) | 
- Damage Immunities
 - lightning, poison
 - Damage Resistances
 - acid, cold, fire, necrotic, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
 - Condition Immunities
 - exhaustion, grappled, paralyzed, poisoned, prone, restrained, unconscious
 - Senses
 - darkvision 120 ft., passive Perception 12
 - Languages
 - the languages it knew in life
 - Challenge
 - 2 (450 XP)
 
- 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 (3d6) hit points.
- Ephemeral.
 The will‐o’‐wisp can’t wear or carry anything.
- 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.
Actions
- Shock.
 Melee Spell Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d8) lightning damage.
- Invisibility.
 The will‐o’‐wisp and its light magically become invisible until it attacks or uses its Consume Life, or until its concentration ends (as if concentrating on a spell).