Tiny Aberration, Chaotic Evil
Armor Class 19
Hit Points 22 (9d4)
Speed 0 ft., Fly 50 ft.
STR
1 (-5)
DEX
28 (+9)
CON
10 (+0)
INT
13 (+1)
WIS
14 (+2)
CHA
11 (+0)
Damage Resistances Acid, Cold, Fire, Necrotic, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Lightning, Poison
Senses Darkvision 120 ft., Passive Perception 12
Languages The languages it knew in life
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Encoded Trauma. (Spell like ability)  As an full round action (Consumes move, bonus, standard action and reaction), the Astral Wisp can begin channeling ethereal energies in a 30 ft radius around itself.  It can maintain this as a free action once it has begun.  Anyone within this 30 foot radius must make a DC 11 Wisdom saving throw.  If other Astral Wisps are utilizing this ability within the same space, the save DC increases by 2 per channeling wisp.  No damage or effect upon success.  Upon failure, subject takes 1d6+1 (4) Psychic damage.  If the target fails by 5 or more, they suffer the effects of Hallucinatory Trauma.

Hallucinatory Trauma. (Spell like effect)  The subject begins to see the trauma of their own life reflected in others around them.  For example, if the subject's parents perished in a fire, then an ally nearest to the subject may appear to be engulfed within flames.  Due to this distraction, the subject makes all skill checks and attacks at disadvantage.  At the end of each round, the subject can choose to make a new saving throw.  If the target chooses to continue in the trauma, they suffer no damage.  They suffer 2d6+1 psychic damage and must beat the current DC of Encoded Trauma in order to end the effect.   The Astral Wisp heals by this much damage.  It cannot heal more than its total hit points.

Ephemeral. The will-o'-wisp can't wear or carry anything.

Incorporeal Movement. The Astral 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: 5 (1d8) lightning damage.

Invisibility. The Astral Wisp and its light magically become invisible until it attacks or uses its Variable Illumination.

Ethereal Fade. As a bonus action, the Astral Wisp can disengage from a single target without provoking an opportunity attack.

Habitat: ForestSwampUrban

AudioBob2424

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