Tiny undead, chaotic evilArmor Class 19Hit 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) |Damage Immunities lightning, poisonDamage Resistances acid, cold, fire, necrotic, thunder; bludgeoning, piercing, and slashing from nonmagical attacksCondition Immunities exhaustion, grappled, paralyzed, poisoned, prone, restrained, unconsciousSenses darkvision 120 ft., passive Perception 12Languages the languages it knew in lifeChallenge 2 (450 XP)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.ActionsShock. 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).