| Mod | Save | ||
|---|---|---|---|
| STR | 2 | −4 | −4 |
| DEX | 16 | +3 | +5 |
| CON | 10 | +0 | +0 |
| Mod | Save | ||
|---|---|---|---|
| INT | 6 | −2 | −2 |
| WIS | 12 | +1 | +1 |
| CHA | 10 | +0 | +0 |
Blight Spark. When the wisp is reduced to 0 hit points, it bursts in a puff of corrupted pollen. Each creature within 5 feet must succeed on a DC 11 Constitution save or take 2 (1d4) necrotic damage.
Forestbound. If the wisp is more than 120 feet from a corrupted grove or blight‑node, it becomes inert and falls unconscious until returned.
Incorporeal Movement. The wisp can move through other creatures and objects as if they were Difficult Terrain. It takes 2 (1d4) Force damage if it ends its turn inside an object.
Shock. Melee Attack Roll: +5, reach 5 ft. Hit: 4 (1d4 + 2) Necrotic damage.
Sickening Gleam. (Recharge 5–6).
The wisp emits a pulse of sickly green light. Each creature within 10 feet must succeed on a DC 11 Constitution save or be poisoned until the end of its next turn.
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.
Description
- They avoid killing; they try to drive intruders away.
- They swarm around unstable ritual nodes.
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