Will-o’-Wisp

Will-o’-Wisp

Tiny undead
Challenge

STR
−5
DEX
9
CON
0
INT
1
WIS
2
CHA
0

22
9d4
21
Fort
+0
Ref
+3
Will
+2
Damage resistances acid, cold, concussion, fire, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
Damage immunities lightning, poison
Condition immunities bleeding, burning, diseased, exhausted, grappled, paralyzed, poisoned, prone, restrained, unconscious

Speed 0 m., fly 10 m. (hover)
Skills Divinity +3 (14), Insight +3 (14)
Senses darkvision 20 m.
Languages the languages it knew in life

Ephemeral. The will-o’-wisp can’t wear or carry anything.

Illumination. The will-o’-wisp sheds bright light in a 1-meter radius and dim light for an additional 1 meter. It can extinguish the light or relight it as an action.

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.

Spellcasting. The will-o’-wisp uses Divinity (wis) to cast spells (spell save Difficulty 12, +3 to hit with spell attacks). It has 5 mana, a mana limit of 1, regains all expended mana when it finishes a long rest, and regains half its total mana when it finishes a short rest. It knows the following spells:

At will: invisibility

1 mana: blinding light, corona of light, dissonant whispers, fear, radiant rebuke, sunbeam, warding flare

Actions (1)

Consume Life. The will-o’-wisp can target one creature it can see within 1 meter of it that has 0 health and is still alive. The target must succeed on a Difficulty 10 Fortitude saving throw against this magic or die. If the target dies, the will-o’-wisp regains 10 (3d6) health.

Shock. Melee Spell Attack: +3 to hit. Hit: 9 (2d8) lightning damage and the target can’t take reactions until the start of its next turn.

Forest, Swamp, Urbansrd

Spells

concentration, 1 minute/mana

As an action, you blind the eyes of a creature that you can touch or see within 10 meters with radiant light. The creature must make a Fortitude saving throw.

On a failure, it takes 2d6 radiant damage and is blinded for the duration.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Augment

You can increase the damage by 4d6 for each additional mana expended.

As an action, sunlight bursts from you. Each creature other than you in a sphere centered on you must make a Fortitude saving throw.

On a failure, it takes 1d8 radiant damage and is blinded until the end of its next turn.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the damage by 1d8 for each additional mana expended.

  • You can expend 2 additional mana so it deals no damage, but the sunlight continuously radiates from you. The duration changes to 1 minute/mana, concentration and the sunlight radiates from you in an aura shaped as a sphere. Until the spell ends, the aura moves with you, centered on you.

  • You can expend 1 additional mana if the sunlight continuously radiates from you, so the corona hedges out undead creatures. The corona prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the corona.

    If you move so that an affected creature is forced to pass through the corona, the spell ends.

As an action, you whisper a discordant melody that is only heard by a creature that you can touch or see within 10 meters. The creature must make a Will saving throw. If the creature can’t hear you, the spell has no effect on it.

On a failure, it takes 3d10 psychic damage and must move away from you as far as its speed allows at the start if its next turn by the safest available route, unless there is nowhere to move.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment

You can increase the damage by 3d10 for each additional mana expended.

concentration, 1 minute/mana

As an action, you attempt to awaken the worst fears in a creature that is not a construct or an undead that you can touch or see within 10 meters. The creature must succeed on a Will saving throw or become frightened of you for the duration.

While frightened by this spell, the creature must move as far as its speed allows away from you by the safest available route at the start of each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can can repeat the saving throw, ending the effect on itself on a success.

Augment

You can target two additional creatures for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

concentration, 1 minute/mana

As an action, you become invisible for the duration. Anything you are wearing or carrying is invisible as long as it is on your person. The spell ends if you attack, throw a concoction, use a maneuver, or cast a spell.

Augment
You can augment this spell with the following options, expending mana for each option.
  • Shared Invisibility. You can target two additional creatures or objects for each additional mana expended. The creatures and objects must be within 5 meters of each other when you target them.

  • Continued Invisibility. You can expend 1 additional mana to change the duration to 1 hour/mana.

  • Mislead. You can expend 1 additional mana to create an illusory double of yourself where you are standing when you turn invisible.

    You can use an action to move your illusory double up to twice your speed and make it gesture, speak, and behave in whatever way you choose.

    You can see through its eyes and hear through its ears as if you were located where it is. On each of your turns as an action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.

  • Misty Escape. You can expend 1 additional mana to cast the spell as a reaction, which you use when you are hit by an attack or missed by 4 or less. Change the duration to instantaneous. You can turn invisible and teleport up to 10 meters to an unoccupied space you can see. You halve the attack’s damage against you. You remain invisible until the start of your next turn or until you attack or cast a spell.

  • Greater Invisibility. You can expend 3 additional mana so the spell does not end for a target that attacks, throws a concoction, uses a maneuver, or casts a spell.

As a reaction, which you use when you are hit by an attack or missed by 4 or less or taking radiant damage, light wreaths your body, shedding bright light in a 2-meter radius and dim light for an additional 2 meters. If the creature who damaged you is within 10 meters, it must make a Fortitude saving throw.

On a failure, it takes 1d6 radiant damage and is blinded until the end of its next turn.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment

You can increase the damage by 3d6 for each additional mana expended.

As an action, a beam of brilliant light flashes out from your hand. Each creature in a cone or line must make a Fortitude saving throw, which it does with disadvantage if it is an ooze or an undead.

On a failure, it takes 1d6 radiant damage and is blinded until the end of its next turn.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment

You can increase the damage by 1d6 for each additional mana expended.

As a reaction, which you use when a creature that you can touch or see within 10 meters of you attacks you or another creature, you can cause light to flare before the attacker before it hits or misses. You impose disadvantage on the roll. An attacker that can’t be blinded is immune to this feature.

Augment

You can expend 1 additional mana so the creature has disadvantage on attacks until the start of its next turn.