Small Aberration, Chaotic Neutral
Armor Class 15 natural
Hit Points 36 (8d6 + 8)
Speed 50 ft.
STR
5 (-3)
DEX
18 (+4)
CON
14 (+2)
INT
6 (-2)
WIS
14 (+2)
CHA
16 (+3)
Saving Throws DEX +6, WIS +4
Skills Perception +3, Stealth +2
Damage Resistances Acid, Cold, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic, Radiant
Senses Darkvision, Passive Perception 15
Languages --
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Flickering Displacement (Passive Trait)
The wisp constantly shifts in and out of reality, causing attack rolls against it to be made at Disadvantage unless the attacker has Truesight or can see invisibility.

Blinking Surge (Recharge 1d6)
At the start of its turn, the wisp rolls 1d6:
1-2: It phases out, becoming Invisible until the start of its next turn.
3-6: It remains visible but flickers erratically.

Planar Instability (Passive Trait)
Any creature that starts its turn within 5 feet of the wisp must succeed on a DC 12 Constitution saving throw or be lightly phased for 1 round (Disadvantage on attack rolls and saving throws).

Actions

Shock Strike. Melee Spell Attack: +6, reach 5 ft., one target. Hit: (3d4 + 4) lightning damage. If the target is wearing metal armor, the attack deals an extra (1d6) lightning damage.

Blink Strike (Recharge 4–6). The wisp teleports up to 40 feet and makes a Shock Strike attack with advantage.

Description

A strange, floating orb of flickering blue-white light, constantly phasing in and out of existence. It moves erratically, crackling with unstable energy, and vanishes in an instant before reappearing somewhere else. These wisps are believed to be echoes of the planar rifts caused by ancient technology, appearing near sites of arcane disturbances.

Previous Versions

Name Date Modified Views Adds Version Actions
10/16/2026 8:36:08 PM
5
0
--
Coming Soon

Monster Tags: aberration

osha_arta

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