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.
Spellcasting. The will-o’-wisp’s spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It has 5 mana, a mana limit of 1, regains all expended mana when it finishes a long rest and regains half its total mana (rounded up) when it finishes a short rest. It knows the following spells:
At will: invisibility
Variable Illumination. The will-o’-wisp sheds bright light in a 5-meter radius and dim light for an additional 5 meters. It can extinguish the light or relight it as an action.
Consume Life. The will-o’-wisp can target one creature it can see within 1 meter of it that has 0 health and is still alive. The target must succeed on a DC 10 Fortitude saving throw against this magic or die. If the target dies, the will-o’-wisp regains 10 (3d6) health.
Shock. Melee Spell Attack: +4 to hit, reach 1 m. Hit: 1 lightning damage, and the target can’t take reactions until the start of its next turn.
No concoctions, maneuvers, or spells
All monsters in this system should have maneuvers or spells. You should add some maneuvers or spells to this monster. If you do so, please make a suggestion on github so I can finish adding maneuvers and spells to all monsters via https://github.com/mlenser/kryx-rpg-issues/issues/9