Tiny Undead, Chaotic Evil
AC 19    Initiative +9 (19)
HP 27 (11d4)
Speed 5 ft., fly 50 ft. (hover)
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
Resistances Acid, Bludgeoning, Cold, Fire, Necrotic, Piercing, Slashing
Immunities Lightning, Poison; Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
Senses Darkvision 120 ft., Passive Perception 12
Languages Common plus one other language
CR 2 (XP 450; PB +2)
Traits

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.

Actions

Shock. Melee Attack Roll: +4, reach 5 ft. Hit: 11 (2d8 + 2) Lightning damage.

Bonus Actions

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.

Habitat: ForestSwampUrban

Treasure:  None

Monster Manual, pg. 333

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