Mana Wisp
Tiny elemental, unaligned
A concentration of raw ley energy that has accumulated enough mass to achieve a rudimentary awareness. Mana Wisps form near active ley conduits where energy pools and stagnates: in cisterns, undercity junctions, and the sealed chambers of pre-Sundering infrastructure. They are not intelligent. They are reactive, drawn to ley sources, territorial about their origin point, and capable of lashing out with electrical and radiant discharges when threatened. They are beautiful in the way that a live wire is beautiful: bright, compelling, and best observed from a distance.
Armor Class:14 (natural)
Hit Points:22 (5d4 + 10)
Speed:0 ft, fly 40 ft (hover)
Challenge:CR 1/2
STR
1 (-5)
DEX
18 (+4)
CON
14 (+2)
INT
3 (-4)
WIS
10 (+0)
CHA
6 (-2)
Damage Resistances:Bludgeoning, piercing, slashing from nonmagical attacks
Damage Immunities:Radiant, poison
Condition Immunities:Charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses:Darkvision 120 ft, passive Perception 10
Traits
Ephemeral. The 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.
Ley Pool Affinity. While in contact with a ley pool or active conduit, the wisp regains 3 HP at the start of its turn.
Light Sensitivity. The wisp sheds bright light in a 10-foot radius and dim light for an additional 10 feet. It cannot hide or become invisible.
Actions
Shock. Melee spell attack: +6 to hit, reach 5 ft. Hit: 5 (1d4 + 3) radiant damage plus 2 (1d4) lightning damage.
Lure (Recharge 5-6). The wisp pulses with attractive light. One creature within 30 feet that can see the wisp must make a DC 12 WIS save or use its reaction to move up to 15 feet directly toward the wisp. This movement can move the target into ley pools or other hazards.