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AideDeJeu/Data/HD/srd_monsters_will_o_wisp.md
2019-02-13 14:02:18 +01:00

2.6 KiB

Type Size Alignment ArmorClass HitPoints Speed Strength Dexterity Constitution Intelligence Wisdom Charisma DamageImmunities ConditionImmunities DamageResistances Senses Languages Challenge Id ParentLink Name ParentName NameLevel AltName Attributes
undead Tiny chaotic evil 19 22 (9d4) 0 ft., fly 50 ft. (hover) 1 (-5) 28 (+9) 10 (+0) 13 (+1) 14 (+2) 11 (+0) lightning, poison exhaustion, grappled, paralyzed, poisoned, prone, restrained, unconscious acid, cold, fire, necrotic, thunder; bludgeoning, piercing, and slashing from nonmagical attacks darkvision 120 ft., passive Perception 12 the languages it knew in life 2 (450 XP) monsters_vo.md#will-o-wisp monsters_vo.md#monsters-npc-and-animals Will-o'-Wisp Monsters, NPC and Animals 1 [Feu follet](hd_monsters_feu_follet.md)

 Monsters, NPC and Animals


Will-o'-Wisp

  • CEO: Feu follet
  •  Tiny undead, chaotic evil
  • Armor Class 19
  • Hit Points 22 (9d4)
  • Speed 0 ft., fly 50 ft. (hover)
STR DEX CON INT WIS CHA
1 (-5) 28 (+9) 10 (+0) 13 (+1) 14 (+2) 11 (+0)
  • Senses darkvision 120 ft., passive Perception 12
  • Languages the languages it knew in life
  • Challenge 2 (450 XP)
  • Damage Immunities lightning, poison
  • Damage Resistances acid, cold, fire, necrotic, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities exhaustion, grappled, paralyzed, poisoned, prone, restrained, unconscious

Special Features

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.

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).