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.
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.
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.
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.
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