b'Red Wisp \n'b'  Huge   undead ,  chaotic evil  \n'b'  Armor Class  16  Hit Points  105 (14d12 + 14)  Speed  0 ft., fly 50 ft. (hover)\n'b' STATS STR: 8 (-1) DEX:  22 (+6)  CON:  12 (+1)  INT:  8 (-1)  WIS:  15 (+2)  CHA:  18 (+4)  \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  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) \n'b' Special Traits \n'b'   Ephemeral . The red wisp can\xe2\x80\x99t wear or carry anything. \n'b'  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. \n'b'  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. \n'b'  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. \n'b'  Actions \n'b'   Shock .  Melee Spell Attack : +8 to hit, reach 5 ft., one creature.  Hit : 13 (3d8) lightning damage. \n'b'  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. \n'b'  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. \n'b'  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\xc2\x92s 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.'