Red Wisp

Huge undead, chaotic evil

Armor Class 16
Hit Points 105 (14d12 + 14)
Speed 0 ft., fly 50 ft. (hover)

8 (-1) 22 (+6) 12 (+1) 8 (-1) 15 (+2) 18 (+4)

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
Challenge 9 (5,000 XP)

Special Traits

  • Ephemeral. The red wisp can’t wear or carry anything.
  • Fear Leech. As a bonus action, the red wisp feeds on the fear of all creatures within 60 feet. Each frightened creature, within range, must succeed on a DC 15 Wisdom saving throw, or take 21 (6d6) psychic damage. Additionally, the red wisp regains 10 (3d6) hit points for each creature that fails its saving throw.
  • Incorporeal Movement. The red 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 red wisp sheds bright light in a radius of between 30 and 60 feet, and dim light in a radius of an equal number of feet. The red wisp can change the radius as a bonus action.


  • Shock. Melee Spell Attack: +8 to hit, reach 5 ft., one creature. Hit: 13 (3d8) lightning damage.
  • Lightning Strike (Recharge 5-6). The red wisp fires a red bolt of lightning in a 60-foot line that is 5 feet wide. Each creature in the area must make a DC 17 Dexterity saving throw, taking 27 (6d8) lightning damage on a failed save, or half as much damage on a successful one.
  • Invisibility. The red wisp, and its light, magically turn invisible until the red wisp attacks or uses its Lightning Strike. The red wisp must concentrate to maintain its invisibility, like concentrating on a spell.
  • Frightening Flash (While Invisible Only). The red wisp becomes visible for a moment, flashing with its eerie, red light. Creatures within the radius of the red wisp’s bright light must succeed on a DC 15 Wisdom saving throw, or become frightened for 1 minute. At the end of each of its turns, a frightened creature can repeat the saving throw, ending the effect on itself on a success.
Section 15: Copyright Notice

Ultimate Bestiary: The Dreaded Accursed, Copyright 2020, Chris Haskins, Nord Games LLC.