Will-o'-Wisp

Monster Manual (2025) p. 333

Size
Tiny
Type
undead
Alignment
chaotic evil
AC
19
Initiative
9
Hit Points
27 (11d4)
Speed
walk 5 ft., fly 50 ft. (hover)
Resistances
acid, bludgeoning, cold, fire, necrotic, piercing, slashing
Immunities
lightning, poison
Condition Immunities
exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses
darkvision 120 ft.
Passive Perception
12
Languages
Common plus one other language
Challenge
2
Environment
forest, swamp, urban
STR
1
−5
DEX
28
+9
CON
10
+0
INT
13
+1
WIS
14
+2
CHA
11
+0

Traits

Proficiency Bonus

+2

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.

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.

Actions

Shock

Melee Attack Roll: +4, reach 5 ft. Hit: 11 (2d8 + 2) Lightning damage.

Consume Life (Bonus Action)

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 (Bonus Action)

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.

Other data

description

From a distance, will-o'-wisps look like lanterns bobbing in the dark. Through the windows of abandoned structures or around the bends of treacherous paths, these spirits tempt the curious into peril. Once their prey is vulnerable, will-o'-wisps feed on the life force of those they lay low. Roll on or choose a result from the Will-o'-Wisp Ambushes table to inspire how a will-o'-wisp imperils its victims.

Will-o'-Wisp Ambushes:

1d6The Will-o'-Wisp Tempts Victims Into...
1An abandoned structure ready to collapse.
2An ambush by hungry ghouls or vampires.
3A dreaded ruin that curses those who enter.
4The lair of a predator, like a bear or wyvern.
5Patches of brown mold* or green slime.*
6Quicksand* or pools covered in thin ice.*

*See the Dungeon Master's Guide.