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).
its like zombies, ghouls,skeletons,wights are these rotten flesh ,exposed bones unhealthy coloured skin then you get the floating orbs of light and they are also undead
A ghost is a ghost, even one that's shaped like a basketball.
Sooo...
Why lightning damage?
I know right.
I was SHOCKED when I discovered that fact.
Then I failed the saving throw.
I use these as things necromancers can summon.
I like to also call these “witch lights” or “ghost lights”. No particular reason, I just think it sounds cool.
I’m not sure why this deals Lightning damage instead of Necrotic, but I’ll hazard a guess that it has something to do with the unrelated Fey of the same name (which also deals Lightning damage).
In the first edition these creatures are not undead and are told to be feeding on the fleeing life energy of dying creatures. Beginning from the second edition they are classified as undead and are said to be feeding off of the "fury of electrical activity given off by the brains of panic stricken creatures as they realize death is inescapable." That's why they lure creatures to traps and pits and such; to extend the duration of said panic status.
Hence, the electrical damage, instead of necrotic.
That's pretty metal for a bunch of globe-lights. I like it.
It's so they can heal the shambling mounds they are accompanying... (evil evil laughter)
ita like an evil firefly
I feel like a Challenge 2 is a bit low for things that have so much resistances. I know that they don't hit that heavy and are more annoying than really dangerous, but when attacking in groups, they pose a real threat to players who don't have any spell slots left.
Sounds like quite the ELECTRIFYING encounter
challenge ratings are for the monster on its own, anything can be hard in a group.
Has anyone actually died from one of these in game play?
I want to say yes, but...
no
lol that's what i thought...dancing lights 1-0-1....never fall for that.
I used these early on in my first campaign and the Consume Life ability killed a gnome artificer (original 2017 UA one). He had a +5 and still failed. I was impressed.
They're on Critical Role right now. I think Beauregard might get Consume Life-d.
Edit: Nope, forgot they had a paladin.
they also appeared in episode 14 "fleeting memories"
It seems like something you would at least need a SPARK of creativity to deal with.