Ephemeral. The Greater Wisp can't wear or carry anything.
Incorporeal Movement. The Greater 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 Greater 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.
Wisp Bolt. Ranged Spell Attack: +6 to hit, reach 15 ft., one creature. Hit: 10 (3d6) lightning damage.
Essence Anchor. As an action when the Greater Wisp is within the space of another creature it can follow the target. Whilst doing so the Greater Wisp's speed becomes 0, it can't benefit from any bonus to its speed and it move with the target. The Greater Wisp can dismiss this action at any time. Whilst anchored to the target in this way the Greater Wisp can perform the following action:
Essence Drain. As an action, the Greater Wisp can target one creature it can see within 10 feet of it. The target must succeed on a DC 16 Constitution saving throw or have part of their life essence wrenched from them. On a fail, the target suffers 18 (5d6) necrotic damage, and the Greater Wisp is healed for this amount. If it is following an ally target via "Essence Anchor" the target will receive half of the damage dealt as healing (rounded down).
Ethereal Passage. As a bonus action, the Greater Wisp can enter the Ethereal Plane or vice versa. Whilst in the Ethereal Plane it is visible* but cannot affect or be affected by anything on the Material Plane. *Whilst in the Ethereal Plane is appears as a small orb of light similar to the Dancing Lights cantrip shedding dim light for 5ft around it.
Defence of the Wisp. As a reaction, when a creature the Greater Wisp is following via "Essence Anchor" is attacked by a creature that the Greater Wisp can see, the Greater Wisp can force the attack to be at disadvantage.
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