Large Undead, Chaotic Evil
Armor Class 20
Hit Points 30 (9d6)
Speed 0 ft., Fly 50 ft.
STR
1 (-5)
DEX
28 (+9)
CON
12 (+1)
INT
13 (+1)
WIS
20 (+5)
CHA
11 (+0)
Damage Resistances Acid, Cold, Fire, Thunder
Damage Immunities Lightning, Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Truesight 120 ft., Passive Perception 20
Languages Telepathy & the languages the bound souls knew in life.
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Ephemeral. The Bound Will-o'-Wisp can't wear or carry anything.

Incorporeal Movement. The Bound 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 Bound 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 Bound Will-o'-Wisp can alter the radius as a bonus action.

Actions

Soul Shock. Melee Spell Attack: +6 to hit, reach 5 ft., one creature. Hit: 10 (2d8) lightning damage. The target must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the beginning of each of its turns, ending the effect on itself on a success.

Bonus Actions

Invisibility. The Bound 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).

Consume Life. The Bound Will-o'-Wisp can target one creature it can see within 10 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.

Legendary Actions

The Bound Will-o'-Wisp can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Bound Will-o'-Wisp regains spent legendary actions at the start of its turn.

Soul Shock (Costs 2 Action). The Bound Will-o'-Wisp uses it's Soul Shock.

Teleport (Costs 2 Action). The Bound Will-o'-Wisp magically teleports up to 50 feet to an unoccupied space it can see.

Invisibility (Costs 1 Action). The Bound 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).

 

Lair and Lair Actions

The Bound Will-o'-Wisp’s Lair

Forever bound to a specific place, the Bound Will-o'-Wisp watches over an ancient temple or tomb that is protected by lesser undead while being fueled by the lost souls within it's halls. The Bound Will-o'-Wisp is the guardian of treasures and knowledge with it's light illuminating the secrets of it's halls.

A Bound Will-o'-Wisp encountered in its lair has a challenge rating of 3 (700) XP.

Regional Effects

  • The presence of The Bound Will-o'-Wisp causes the radius of other sources of light from spells and items to be reduced by half.
  • Spells that require concentration must succeed on a DC 10 Constitution saving throw at the end of every round in combat or every 30ft of movement outside of combat.

 

 

Monster Tags: undead

Habitat: MountainUnderdark

Gonzou

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