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Wisp

Small fey, neutral good


  • Armor Class 18
  • Hit Points 14 (4d6)
  • Speed 0 ft., fly 40 ft. (hover)


STR DEX CON INT WIS CHA
1 (-5) 26 (+8) 10 (+0) 13 (+2) 14 (+2) 11 (+0)

  • Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from non magical attacks.
  • Damage Immunities poison, radiant
  • Condition Immunities exhaustion, grappled, paralyzed, poisoned, prone, restrained, unconscious
  • Senses darkvision 120 ft., passive Perception 12
  • Languages the languages it knew in life
  • Challenge 1/2 (100 XP)


Ephemeral. The wisp can't wear or carry anything.

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.

Variable Illumination. The 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 wisp can alter the radius as a bonus action.

Actions

Intertwine. The wisp enters the space of another creature and attempts entwine it in place. The target must pass a DC 12 Wisdom saving throw or be paralyzed for 1 minute. At the end of the target's turns, it can make another save, ending the paralysis on a successful one. While the wisp has a creature intertwined, attack rolls against it has disadvantage. If a target's saving throw is successful or the effect ends for it, the target is immune to this wisp's intertwine for the next 24 hours.

Renew (Recharge 5-6). One plant that the wisp can see within 5 feet of it is renewed by the wisp; the wisp disappears. The wisp can't be targeted by any attack, spell, or other effect while renewing a plant. The renewed plant regains 10 hit points at the start of its turn. If the plant takes fire damage, the renew doesn't function at the start of its next turn. The plant dies if it starts its turn with 0 hit points.
    The renew lasts until the renewed plant drops to 0 hit points, the wisp ends it as a bonus action. When the plant takes damage, the wisp must pass a Concen­tration saving throw (as if concentrating on a spell) or be pushed out of the plant.