Guide on the Path to Doom
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.