Will-o-Wisp
Small Undead
Armor Class 17
Hit Points 28 (8d6)
Speed fly +50, walk +0
Challenge 2
Damage Resistances acid, cold, fire, necrotic, thunder; damage from nonmagical weapons
Damage Immunities lightning, poison
Condition Immunities fatigue, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses darkvision 120 ft., passive Perception 12
Languages the languages it knew in life
Special Abilities
Conductive. Each time a creature touches the will-o-wisp or hits it with a metal melee weapon for the first time on a turn, the creature takes 7 (2d6) lightning damage. This trait doesnt function while the will-o-wisps glow is extinguished.
Insubstantial. The will-o-wisp can't pick up or move objects or creatures. It can move through creatures and objects. It takes 5 (1d10) force damage if it ends its turn inside an object.
Treasure Sense. The will-o-wisp knows the location of coins, gems, and other nonmagical wealth within 500 feet.
Undead Nature. A will-o-wisp doesnt require air, sustenance, or sleep.
Actions
Shock. Melee Spell Attack: +4 to hit, reach 5 ft., one target. Hit: 10 (3d6) lightning damage. The will-o-wisp can't make this attack while its glow is extinguished.
Bonus Actions
Illumination. The will-o-wisp alters the radius of its glow (shedding bright light in a 5- to 20-foot radius and dim light for the same number of feet beyond that radius), changes the color of its glow, or extinguishes its glow (making it invisible).
Source: Level Up Advanced 5e Monstrous Menagerie · OGL/Open