Will-o’-the-Mist

Tiny undead, chaotic evil

Armor Class 19
Hit Points 60 (24d4)
Speed 0 ft., fly 50 ft. (hover)

STR DEX CON INT WIS CHA
1 (-5) 28 (+9) 10 (+0) 15 (+2) 16 (+3) 14 (+2)

Saves Wis +5, Cha +4
Skills Deception +4, Perception +7, Stealth +12
Damage Resistances acid, cold, fire, necrotic, thunder; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities lightning, poison
Condition Immunities exhaustion, grappled, paralyzed, poisoned, prone, restrained, unconscious
Senses darkvision 60 ft., sense thoughts 60 ft., passive Perception 17
Languages Aklo, Common
Challenge 4 (1,100 XP)

SPECIAL TRAITS

  • Ephemeral. The will-o’-the-mist can’t hold or wear anything.
  • Feed on Emotions. When a will-o’-the-mist starts its turn within 10 feet of a creature at 0 hit points or a creature that is charmed, frightened, enraged, or confused, it gains 5 temporary hit points.
  • Incorporeal Movement. The will-o’-the-mist 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.
  • Innate Spellcasting: The will-o’-the-mist’s innate spellcasting ability is Wisdom (spell save DC 13). The will-o’-the-mist can innately cast the following spells, requiring no components:
  • Invisibility. The will-o’-the-mist is invisible. It can choose to become visible or invisible on its turn.

    • Magic Resistance. The will-o’-the-mist has advantage on saving throws against spells and other magical effects.
    • Sense Thoughts. A will-o’-the-mist can sense the presence of sentient creatures (Intelligence 2 or higher) within 60 feet as if it had blindsight. It can sense the presence and location of undead and constructs as long as they are intelligent, but it cannot detect creatures with Intelligence 1 or creatures protected by nondetection, mind blank, or a similar effect.

    ACTIONS

    • Shock. Melee Spell Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8+3) lightning damage.
    • Spark. The will-o’-the-mist can cause a spark to shock a target within 30 feet that it hit with its Shock attack within the last minute, dealing 9 (2d8) lightning damage on a failed DC 14 Constitution saving throw, or half as much on a success. A creature failing its saving throw is also paralyzed for 1d4 rounds, though it can attempt a new saving throw each round at the end of its turn to end the effect. A creature that succeeds on any of these saving throws is immune to being paralyzed by that will-o’-the-mist’s Spark attack for 1 minute.

    LEGENDARY ACTIONS

    The will-o’-the-mist can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The will-o’-the-mist regains spent legendary actions at the start of its turn.

    • Shock. The will-o’-the-mist makes a shock attack.
    • Spark (Costs 2 Actions). The will-o’-the-mist uses its Spark ability.
    • Cast Spell (Costs 3 Actions). The will-o’-the-mist casts one spell.

    ABOUT

    Every trapper and bog farmer living near marshes or swamps has his own name for these faintly glowing balls of light—jack o’ the lanterns, walking fires, pine lights, spooklights, rushlights—but all recognize them as dangerous predators and false guides in the darkness. A will-o’-the-mist is even deadlier for its ability to not just lead folk astray by their lights and disappearance but to be able to shroud them in veils of mist and illusion that leave even careful travelers hopelessly lost.

    Section 15: Copyright Notice

    Faerie Bestiary (5E) © 2022, Legendary Games; Authors Matt Kimmel, Michael “solomani” Mifsud, Miguel Colon, Robert J. Grady, Jason Nelson, Jeff Ibach, Tim Hitchcock.

    This is not the complete license attribution - see the full license for this page