Free interactive D&D 5e SRD stat block

Will-o'-Wisp

Tiny Undead, CR 2, AC 19, 27 HP. Chaotic Evil.

Tiny Undead, Chaotic Evil

AC
19
Initiative
+9 (19)
HP
27 (11d4)
Speed
5 ft., Fly 50 ft. (hover)
ScoreModSave
STR 1 -5 -5
DEX 28 +9 +9
CON 10 +0 +0
INT 13 +1 +1
WIS 14 +2 +2
CHA 11 +0 +0
Resistances
Acid, Bludgeoning, Cold, Fire, Necrotic, Piercing, Slashing
Immunities
Lightning, Poison, Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
Senses
Darkvision 120 ft.; Passive Perception 12
Languages
Common plus one other language
CR
2 (XP 450; PB +2)

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.

How to run Will-o'-Wisp

A will-o'-wisp is the bestiary's best ambush predator dressed as a CR 2 mook. AC 19, +9 Dex, 50 ft. of hover, immunity to Lightning and Poison, resistance to Acid, Bludgeoning, Cold, Fire, Necrotic, Piercing, and Slashing, and Vanish as a bonus action. The party will roll initiative against a glowing ball, watch it disappear, and spend two rounds swinging at empty marsh air. That's the encounter.

Lead with the bait. The wisp sheds Bright Light in a 20-foot radius, which it uses to lure parties off the safe path through bogs, fens, ruins, graveyards, anywhere there's something worse than the wisp waiting at the end of the trail. By the time the party realizes the friendly lantern is moving away from them, they are knee-deep in something they can't see the bottom of and the wisp is leading them to deeper water, a dire wolf den, a cliff. The fight starts when the trap closes, not when the wisp shows up.

In combat, hit-and-vanish is the entire pattern. Shock at +4 for 2d8+2 lightning, then bonus-action Vanish, then move 50 ft. through a wall (Incorporeal Movement treats objects as difficult terrain), then resume Concentration on Vanish next round to set up another strike. AC 19 against melee fighters with no magic is brutal; the rogue will miss more often than she hits. The damage isn't the threat; the dragged-out fight is. By the third round the party is exhausted, low on resources, and probably standing in the actual encounter the wisp was leading them to.

Consume Life is the closer. The DC is 10, which sounds trivial, but the trigger is a creature already at 0 HP within 5 feet. A downed PC that the cleric hasn't yet stabilized fails the save and dies, and the wisp regains 10 HP. Use this once if the dice line up; the table will remember it for years. The wisp does not flee; it Vanishes and waits for the party to leave or to drop someone else.

Run the wisp from behind the GM screen. Track its position on a private map. The party should never know exactly where it is, only where it just was.

Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.

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