b'Will-o\xe2\x80\x99-Wisp, Greater \n'b'  Tiny   undead ,  chaotic evil  \n'b'  Armor Class  20 \n'b' Hit Points  63 (18d4 + 18) \n'b' Speed  0 ft., fly 60 ft. (hover)\n'b' STATS STR: 1 (-5) DEX:  30 (+10)  CON:  12 (+1)  INT:  15 (+2)  WIS:  16 (+3)  CHA:  12 (+1)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Damage Resistances  acid, cold, fire, necrotic, thunder; bludgeoning, piercing, and slashing from nonmagical attacks \n'b' Damage Immunities  lightning, poison \n'b' Condition Immunities   exhaustion ,  grappled ,  paralyzed ,  poisoned ,  prone ,  restrained ,  unconscious  \n'b' Senses   darkvision  120 ft., passive  Perception  13 \n'b' Languages  Abyssal, Common, Infernal \n'b' Challenge  4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Consume Life . As a bonus action, the greater will-o\xe2\x80\x99-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\xe2\x80\x99-wisp regains 21 (6d6)  hit points . \n'b'  Ephemeral . The greater will-o\xe2\x80\x99-wisp can\xe2\x80\x99t wear or carry anything. \n'b'  Incorporeal Movement . The greater will-o\xe2\x80\x99-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. \n'b'  Variable Illumination . The greater will-o\xe2\x80\x99-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\xe2\x80\x99-wisp can alter the radius as a bonus action. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The greater will-o\xe2\x80\x99-wisp makes two Shock attacks. \n'b'  Entrancing Lights (Recharge 6) . The greater will-o\xe2\x80\x99-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\xe2\x80\x99-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\xe2\x80\x99-wisp. This effect ends if the creature takes damage or another creature uses its action to shake the creature to its senses. \n'b'  Invisibility . The greater will-o\xe2\x80\x99-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). \n'b'  Shock .  Melee Spell Attack : +5 to hit, reach 5 ft., one target.  Hit : 13 (3d8) lightning damage, and the target can\xe2\x80\x99t take  reactions  until the start of its next turn.'