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.
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).
The Will-o'-Wisp is a Chaotic Evil creature with high Dexterity and an Armor Class of 19, making it difficult to hit. It has immunity to several debilitating conditions such as Exhaustion and Poisoning, making it a formidable opponent. Its Challenge Rating of 2 makes it appropriate for low-level encounters. Some players find the Will-o'-Wisp frustrating due to its ability to disappear and reappear, making it hard to target. However, it can provide an unpredictable and exciting element to a game. Overall, opinions on the Will-o'-Wisp vary, but it is generally considered a unique and challenging creature to face in combat.
Will-o'-Wisp is D&D (Dungeons & Dragons) 5th edition content, but other TTRPGs may have their own version such as a Will-o'-Wisp Pathfinder edition. Want to use Will-o'-Wisp in a VTT (virtual tabletop)? Try out SendingStone for free today!
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