Conductive. Each time a creature touches the will-o’-wisp or hits it with a metal melee weapon for the first time on a turn, the creature takes 7 (2d6) lightning damage. This trait doesn’t function while the will-o’-wisp’s glow is extinguished.
Insubstantial. 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.
Treasure Sense. The will-o’-wisp knows the location of coins, gems, and other nonmagical wealth within 500 feet.
Undead Nature. A will-o’-wisp doesn’t require air, sustenance, or sleep.
Shock. Melee Spell Attack: +4 to hit, reach 5 ft., one creature. Hit: 10 (3d6) lightning damage.
Illumination. The will-o’-wisp alters the radius of its glow (shedding bright light in a 5- to 20-foot radius and dim light for the same number of feet beyond that radius), changes the color of its glow, or extinguishes its glow (making it invisible).
Description
Will-o’-wisps, also called corpse lights, are glowing balls of light that appear at night and lure travelers into danger. Seen from a distance, they resemble beckoning lanterns or cheery cottage windows — but those who pursue them are more likely to lose their lives than find their way.
In combat, the will-o’-wisp attacks, turns invisible, and then moves to safety. On its next turn it moves to melee range, turns visible, and attacks. It repeats this pattern. The will-o’-wisp fights only to preserve its treasure. It may retreat to summon allies or otherwise cause trouble.
Comments