- Armor Class
- 19
- Hit Points
- 22 (9d4)
- Speed
- 0 ft., fly 50 ft. (hover)
- Challenge
- 2 (450 XP)
- Proficiency bonus
- +2
| STR | DEX | CON | INT | WIS | CHA |
|---|
| 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
- 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).
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.
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.
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.
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:
- It’s called the Will-o’-Wisp in the 2024 rules.
- Hit points: 22 → 27.
- Speed: 0 ft., fly 50 ft. (hover) → 5 ft., fly 50 ft. (hover).
- New in its stat block: Illumination and Vanish.
- Gone from it: Variable Illumination and Invisibility.
- Armor Class
- 19
- Hit Points
- 27 (11d4)
- Speed
- 5 ft., fly 50 ft. (hover)
- Challenge
- 2 (450 XP)
| STR | DEX | CON | INT | WIS | CHA |
|---|
| 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
- 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.