Consume Life: As a bonus
Action, the will-o’-wisp can target one creature it can see within 5 feet of it that has 0
Hit Points and is still alive. The target must succeed on a DC 10
Constitution saving throw against this magic or die. If the target dies, the will-o’-wisp regains 10 (3d6)
Hit Points.
Ephemeral: The will-o’-wisp can’t wear or carry anything.
Incorporeal Movement: The will-o’-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.
Variable Illumination: The will-o’-wisp sheds bright light in a 5- to 20-foot radius and dim light for an additional number of feet equal to the chosen radius. The will-o’-wisp can alter the radius as a bonus
Action.
Shock: Melee Spell Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d8) lightning damage.
Invisibility: The will-o’-wisp and its light magically become
Invisible until it attacks or uses its Consume Life, or until its
Concentration ends (as if concentrating on a spell).