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Will-o'-Wisp 5e: The Light That Finishes the Dying
A will-o'-wisp is a CR 2 Tiny undead with AC 19, 22 hit points (27 in 2024), a lightning Shock and one trait that makes it lethal: Consume Life, a bonus action that can kill a living creature at 0 hit points outright on a failed DC 10 Constitution save. It turns invisible, flies 50 feet, drifts through walls and resists most damage. In 2024 its invisibility becomes a bonus action called Vanish, so it can attack and disappear on the same turn.
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).
Stat block from the SRD 5.1 (2014 rules) by Wizards of the Coast, licensed under CC-BY-4.0. Check an encounter with this monster in the encounter calculator.
Its Shock is weak: +4 for 9 (2d8) lightning, a 45% hit chance against AC 16, about 4 damage a turn. Its defenses carry the CR. It resists acid, cold, fire, necrotic, thunder and bludgeoning, piercing and slashing damage from nonmagical attacks, and it's immune to lightning, poison and seven conditions, including Grappled, Prone and Restrained.
Variable Illumination lets it shrink or grow its bright light from 5 to 20 feet (plus the same distance of dim light) as a bonus action. Invisibility takes its action and lasts until it attacks, uses Consume Life or loses concentration, so in 2014 it can't turn invisible and Shock on the same turn.
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.
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.
Stat block from the SRD 5.2.1 (2024 rules) by Wizards of the Coast, licensed under CC-BY-4.0. Check an encounter with this monster in the encounter calculator.
2014
2024
HP
22
27
Speed
Fly 50 ft. (hover), walk 0 ft.
Fly 50 ft. (hover), walk 5 ft.
Shock
9 (2d8), melee spell attack
11 (2d8 + 2), melee attack
Invisibility
Action
Vanish: Bonus Action, ends right after it makes an attack roll or uses Consume Life
Light
5- to 20-foot bright light, adjustable
Fixed 20 feet bright, 20 dim
B/P/S resistance
Only from nonmagical attacks
All bludgeoning, piercing and slashing
Thunder
Resisted
Not resisted
New immunity
—
Petrified
The swap that matters is Vanish. A 2024 wisp can Shock, then Vanish as a bonus action, and start its next turn Invisible. Its next Shock has Advantage: about 70% to hit AC 16 instead of 45%.
How Will-o'-Wisps Fight
It hunts the dying. Consume Life targets a living creature within 5 feet at 0 hit points. The save is Constitution, which an unconscious character can still attempt. A character with Con +2 fails DC 10 on a 7 or lower, 35% of the time, and dies outright. The wisp regains 10 (3d6) hit points.
The combo that kills downed characters: the wisp Shocks the unconscious character first. Attacks against an Unconscious creature have Advantage, and a hit from within 5 feet is a critical hit, which counts as two failed death saves. Then it uses Consume Life as its bonus action. In 2024 that combo costs it Vanish for the turn; in 2014 it costs nothing.
Work with something stronger. On its own a wisp rarely drops anyone. Pair it with a creature that does, then let the wisp finish them. It flies, so it stays out of reach until someone falls.
Lure with light. It can turn invisible, light and all, and drift through solid objects (taking 1d10 force damage if it ends its turn inside one). A wisp that shows its light 60 feet away, then vanishes and reappears farther off, is a simple way to lead a party off a safe path.
Running a Will-o'-Wisp Encounter
A will-o'-wisp is worth 450 XP. For four characters:
2014 labels use the 2014 Dungeon Master's Guide group multiplier, like our encounter calculator. The ghoul pairing is nasty on purpose: ghouls paralyze and drop characters, and the wisp finishes them.
How Players Beat Will-o'-Wisps
•Use force, radiant and psychic damage.Magic Missile never misses and averages 10.5 force damage, about half a 2014 wisp. Vicious Mockery targets its Wisdom (+2).
•Avoid Dexterity saves. Its Dexterity is +9. Against Faerie Fire at DC 13 it fails only on a 3 or lower, 15% of the time.
•2024: thunder works now. It lost thunder resistance and has Constitution +0, so Thunderwave and Shatter hit hard.
•Don't leave anyone at 0.Healing Word at range is the counter to Consume Life. Getting a character to 1 hit point takes them off the menu.
•Magic weapons (2014). Its resistance covers bludgeoning, piercing and slashing from nonmagical attacks, so magic weapons deal full damage; the 2024 wisp resists those types from any source. Against AC 19, a +7 attack hits 45% of the time.
Will-o'-Wisp Encounter Ideas
The lantern causeway. A marsh road is marked by lanterns on poles every 100 feet. One of the lights isn't a lantern. It leads travelers off the causeway toward a sinkhole where something bigger waits, and it feeds on whoever goes under.
The collapsed mine. Three miners are trapped, dying, behind a rockfall. Wisps are drifting through the rock toward them. The party has to dig, heal and fight in the dark at the same time.
After the battle. The party is helping the wounded after a skirmish at dusk. Soldiers at 0 hit points are dying one by one, with no mark on them. The healers have a few minutes to find what's moving invisibly between the cots.
Frequently Asked Questions
What CR is a will-o'-wisp in 5e?
CR 2 (450 XP) in both editions. It has AC 19, with 22 hit points in 2014 and 27 in 2024.
How does Consume Life work?
As a bonus action, the wisp targets a living creature it can see within 5 feet that has 0 hit points. The target makes a DC 10 Constitution save or dies, and the wisp regains 10 (3d6) hit points.
Is a will-o'-wisp resistant to nonmagical weapons?
The 2014 wisp resists bludgeoning, piercing and slashing damage from nonmagical attacks, so magic weapons deal full damage. The 2024 wisp resists bludgeoning, piercing and slashing damage from any source.
Can a will-o'-wisp go through walls?
Yes. Incorporeal Movement lets it move through creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Stat blocks: System Reference Document 5.1 (2014) and 5.2.1 (2024), Wizards of the Coast, CC-BY-4.0. Tactics, encounter math and ideas are Loreify's own.
This page includes material from the System Reference Document 5.1 and 5.2.1 by Wizards of the Coast LLC, available under the Creative Commons Attribution 4.0 International License. Loreify is not affiliated with Wizards of the Coast.