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Habitat: Forest, Swamp, Urban; Treasure: None

From a distance, will-o’-wisps look like lanterns bobbing in the dark. Through the windows of abandoned structures or around the bends of treacherous paths, these spirits tempt the curious into peril. Once their prey is vulnerable, will-o’-wisps feed on the life force of those they lay low.

Roll on or choose a result from the Will-o’-Wisp Ambushes table to inspire how a will-o’-wisp imperils its victims.

Will-o’-Wisp Ambushes
1d6 
The Will-o'-Wisp Tempts Victims Into ...
1
An abandoned structure ready to collapse.
2
An ambush by hungry ghouls or vampires.
3
A dreaded ruin that curses those who enter.
4
The lair of a predator, like a bear or wyvern.
5
Patches of brown mold* or green slime.*
6
Quicksand* or pools covered in thin ice.*

*See the Dungeon Master’s Guide.

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.



Will-o'-Wisp

Tiny Undead, Chaotic Evil
  • Armor Class 19
  • Hit Points 27 (11d4)
  • Speed 5 ft., Fly 50 ft. (hover)
  • Initiative +9 (19)
STR
1 (-5)
DEX
28 (9)
CON
10 (0)
INT
13 (1)
WIS
14 (2)
CHA
11 (0)
  • Saving Throws Str -5, Dex +9, Con +0, Int +1, Wis +2, Cha +0
  • Damage Resistance Acid, Bludgeoning, Cold, Fire, Necrotic, Piercing, Slashing
  • Damage Immunities Lightning, Poison
  • Condition Immunities Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
  • Senses Darkvision 120 ft, passive Perception 12
  • Languages Common plus one other language
  • Challenge 2 (450 XP)
  • Habitat Forest, Swamp, Urban
  • Treasure None
  • 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 (or [[1d10]] (1d10)) Force damage if it ends its turn inside an object.

Actions


  • Shock. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (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 (or [[3d6]] (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.
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