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Will-o'-Wisp

Tiny Undead, chaotic evil

CR 2

450 XP

AC: 19
HP: 22 (9d4)
Speed: , fly 50 ft.
Senses: darkvision 120 ft., passive Perception 12
Languages: the languages it knew in life
STR
1
-5
DEX
28
+9
CON
10
+0
INT
13
+1
WIS
14
+2
CHA
11
+0

Special Abilities

Consume Life

As a bonus action, the will-o'-wisp can target one creature it can see within 5 ft. 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 ft. equal to the chosen radius. The will-o'-wisp can alter the radius as a bonus action.

Actions

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).

Quick Reference

Challenge: CR 2
Type: Undead
Size: Tiny
Alignment: chaotic evil
Best for party of 4 at level 4-6

Running This Encounter

Will-o'-Wisps are solitary or small groups of malevolent spirits that lure travelers to their doom. Use their Invisibility ability and high AC to frustrate melee-focused parties while their electric attacks punish clustering. Establish the wisp's goal early—protecting treasure, luring victims into danger, or serving a lich—to give the encounter narrative purpose. Remember that wisps can become invisible as a bonus action, making them excellent for ambush tactics.

Combat Tactics

Will-o'-Wisps prioritize ranged attacks from a distance, using their Shock Orb to target spellcasters and fragile party members. They exploit their superior mobility to stay airborne and out of melee range while turning invisible when threatened or after dealing damage. If cornered, they flee using their flight speed and invisibility rather than fighting to the death.

Environment & Setting

Ideal in swamps, marshes, graveyards, and areas near water where the wisp's ethereal nature feels thematic. Encounter works best in areas with difficult terrain or vertical obstacles that complicate pursuit and reinforce the wisp's aerial advantage.

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