Mod | Save | ||
---|---|---|---|
STR | 1 | -5 | -5 |
DEX | 28 | +9 | +9 |
CON | 10 | +0 | +0 |
Mod | Save | ||
---|---|---|---|
INT | 13 | +1 | +1 |
WIS | 14 | +2 | +2 |
CHA | 11 | +0 | +0 |
Ephemeral. The wisp can’t wear or carry anything.
Illumination. The wisp sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.
Incorporeal Movement. The 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.
Shock. Melee Attack Roll: +4, reach 5 ft. Hit: 11 (2d8 + 2) Lightning damage.
Consume Life. Constitution Saving Throw: DC 10, one living creature the wisp can see within 5 feet that has 0 Hit Points. Failure: The target dies, and the wisp regains 10 (3d6) Hit Points.
Vanish. The wisp and its light have the Invisible condition until the wisp’s Concentration ends on this effect, which ends early immediately after the wisp makes an attack roll or uses Consume Life.
Why isn't there an action or trait that overtly invokes a WIS saving throw mechanic against the wisp tempting victims into danger?
That sort of ability is not present because the Will-ó-Wisp's temptation is a role-playing feature, not a mechanical feature. The Will-ó-Wisp is not the same kind of predator as, say, the succubus that seeks out and captures its prey. The Will-ó-Wisp is more like an anglerfish: it allows its prey to be drawn into danger and takes advantage of their misfortune. It's not a monster that overrides the will of its victims. It is a monster that "prey[s] [on the] vulnerable."
This might be the first monster I have ever seen that goes out of its way to encourage a DM to kill a downed player, neat.
The will of the wisps is...rocks fall, you die. Also, WHAT IS THAT DEXTERITY SCORE?!
Gained 2 hit die, increasing the health from 22 to 27. Also gained a 5ft. walking speed.
Lost resistance to nonmagical bludgeoning, piercing, and slashing, but that is swapped for flat resistances against them. Strangely lost resistance to thunder. Also gained immunity to being petrified, so maybe you could pair these with a swamp Medusa or something like that.
Used to only speak the languages it knew in life, now is forced to speak Common and one other language.
Consume Life is moved to the Bonus Actions section. Now sheds bright light in a 20ft radius and dim light for 20ft beyond that, but it used to be able to control its illumination. The minimum was 5ft bright and 5ft dim and the maximum was 20ft bright and 20ft dim. Now, it's only the maximum.
Shock deals more damage from 9(2d8) lightning to 11(2d8+2) lightning with Wisdom as the casting ability. Also lost the ability to cast Invisibility on itself.
New incorporeal undead got powerful buffs, but there are some changes that the following fusion will address.
Fusion time! Bring back their thunder resistance, ability to speak languages it knew in life, and the variable illumination. Also, change the wording from Ephemeral to Incorporeal. Ephemeral is an adjective that means "lasting for a short time." The trait functions similar to incorporeability, so rename it into Incorporeal.
It has not lost cast Invisibility itself. It can be invisible on bonus action(Read on Vanish under bonus action)
Didn't see that. Thanks.