Will-o’-Wisp, Advanced | New Monster for Dungeons & Dragons Fifth Edition

Will-o'-Wisp Playable Race/Class | New Player Option for Fifth Edition by DMDave

Will-o’-wisps are malevolent, wispy balls of light that haunt lonely places and battlefields, bound by dark fate or dark magic, to feed on fear and despair.

Will-o’-Wisp, Advanced

Tiny undead, chaotic evil


Armor Class 19

Hit Points 63 (14d4 + 28)

Speed 0 ft., fly 50 ft. (hover)


Abilities Str 1 (-5), Dex 28 (+9), Con 14 (+2), Int 17 (+3), Wis 18 (+4), Cha 12 (+1)


Saving Throws Dex +12, Con +5, Wis +7

Damage Immunities lightning, poison

Damage Resistances acid, cold, fire, necrotic, thunder; bludgeoning, piercing, and slashing from nonmagical attacks

Condition Immunites exhaustion, grappled, paralyzed, poisoned, prone, restrained, unconscious

Senses darkvision 120 ft., passive Perception 14

Languages the languages it knew in life

Challenge 8 (3,900)


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 13 Constitution saving throw against this magic or die. If the target dies, the will-o’-wisp regains 10 (3d6) hit points.

Limited Magic Immunity. The will-o’-wisp can’t be affected or detected by spells of 6th-level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects.

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

Multiattack. The will-o’-wisp makes two shock attacks.

Shock. Melee Spell Attack: +7 to hit, reach 5 ft., one creature. Hit: 18 (6d8) lightning damage and the target must make a DC 13 Constitution saving throw. On a failed saving throw, the creature is stunned until the start of the will-o’-wisp’s next turn.

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 advanced will-o’-wisp is featured in the Heart of the Iron God adventure.

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