Consume Life. As a bonus action, the ball lightning 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 20 Constitution saving throw against this magic or die. If the target dies, the ball lightning regains 21 (6d6) hit points.
Ephemeral. The ball lightning can't wear or carry anything.
Incorporeal Movement. The ball lightning 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.
Illumination. The ball lightning sheds bright light in a 20-foot radius and dim light for an additional 20-feet.
Evasion. If the ball lightning is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the ball lightning instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Shocking Form. A creature that touches the ball lightning or hits it with a melee attack takes 14 (4d6) lightning damage.
Death Burst. When the ball lightning dies, it explodes in a burst of lightning and thunder. Each creature within 40 feet of it must make a DC 17 Dexterity saving throw, taking 28 (8d6) lightning damage and 28 (8d6) thunder damage on a failed save and can't take reactions until the start of its next turn, or half as much damage on a successful one. Creatures that are wet, in water, wearing metal armor make this saving throw at disadvantage.
Multiattack. The ball lightning makes two attacks.
Shock. Melee Spell Attack: +12 to hit, reach 5 ft., one creature. Hit: 36 (8d8) lightning damage.
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