Will-o'-Wisp icon: a glowing ball of light
Icon by Lorc, CC BY 3.0

Will-o'-Wisp 5e stat block

Tiny undead, chaotic evil · CR 2 · 2024 version: Will-o’-Wisp

Armor Class
19
Hit Points
22 (9d4)
Speed
0 ft., fly 50 ft. (hover)
Challenge
2 (450 XP)
Proficiency bonus
+2
STRDEXCONINTWISCHA
1 (-5)28 (+9)10 (+0)13 (+1)14 (+2)11 (+0)
Damage resistances
acid, cold, fire, necrotic, thunder, bludgeoning, piercing, and slashing from nonmagical attacks
Damage immunities
lightning, poison
Condition immunities
Exhaustion, Grappled, Paralyzed, Poisoned, Prone, Restrained, Unconscious
Senses
darkvision 120 ft., passive Perception 12
Languages
the languages it knew in life

Traits

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).

How many will-o'-wisps for a fight?

A will-o'-wisp is worth 450 XP. Using the 2024 encounter budgets (SRD 5.2), this is how many will-o'-wisps fit each difficulty for a party of four characters of the same level. A dash means even one would be over the budget.

Party levelLowModerateHigh
2nd—11
3rd123
4th234
5th469
6th5812
7th61112+
8th812+12+
9th1112+12+

Budgets add up every monster’s XP, so you can swap some for other creatures of the same total. Try other party sizes and mixes in the encounter calculator.

How the will-o'-wisp compares at CR 2

Against the 42 other challenge 2 monsters in the SRD 5.1, the will-o'-wisp has more hit points than 0 of them, which makes it one of the frailest at its CR. See every CR 2 monster.

StatisticWill-o'-WispCR 2 average
Armor Class1912.8
Hit points2247
Best attack bonus+4+5

2024 stat block: Will-o’-Wisp

The 2024 Monster Manual revised the will-o'-wisp, and the SRD 5.2 carries the new stat block. What changed:

Armor Class
19
Hit Points
27 (11d4)
Speed
5 ft., fly 50 ft. (hover)
Challenge
2 (450 XP)
STRDEXCONINTWISCHA
1 (-5)28 (+9)10 (+0)13 (+1)14 (+2)11 (+0)
Damage resistances
acid, bludgeoning, cold, fire, necrotic, piercing, slashing
Damage immunities
lightning, poison
Condition immunities
Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
Senses
darkvision 120 ft., passive Perception 12
Languages
Common plus one other language

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.

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