Will-o’-Wisp, Greater

Tiny undead, chaotic evil

Armor Class 20
Hit Points 63 (18d4 + 18)
Speed 0 ft., fly 60 ft. (hover)

1 (-5) 30 (+10) 12 (+1) 15 (+2) 16 (+3) 12 (+1)

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 13
Languages Abyssal, Common, Infernal
Challenge 4 (1,100 XP)


  • Consume Life. As a bonus action, the greater will-o’-wisp can target one creature it can see within 5 feet of it that has 0 hit points and is still alive. The target must succeed on a DC 13 Constitution saving throw against this magic or die. If the target dies, the greater will-o’-wisp regains 21 (6d6) hit points.
  • Ephemeral. The greater will-o’-wisp can’t wear or carry anything.
  • Incorporeal Movement. The greater 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 greater will-o’-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 greater will-o’-wisp can alter the radius as a bonus action.


  • Multiattack. The greater will-o’-wisp makes two Shock attacks.
  • Entrancing Lights (Recharge 6). The greater will-o’-wisp emits hypnotic lights. All humanoid creatures that can see the lights must succeed on a DC 13 Wisdom saving throw or be charmed by the will-o’-wisp for 1 hour. While charmed in this way, the creature is incapacitated and must use all of its movement to stumble toward the will-o’-wisp. This effect ends if the creature takes damage or another creature uses its action to shake the creature to its senses.
  • Invisibility. The greater will-o’-wisp and its light magically become invisible until it attacks or uses Consume Life, or until its concentration ends (as if concentrating on a spell).
  • Shock. Melee Spell Attack: +5 to hit, reach 5 ft., one target. Hit: 13 (3d8) lightning damage, and the target can’t take reactions until the start of its next turn.
Section 15: Copyright Notice

Total Party Kill Handbook - Volume 2 2019 © 2CGaming, LLC. Author Steven Gordon

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