Void Wisp
Tiny aberration, chaotic evil
Void wisps are among the most insidious creatures spawned by the fractures. They manifest as pale, flickering lights --- easily mistaken for a distant lantern, a will-o'-wisp, or the glow of a settlement over a hill. They drift through the darkness of Aethara's night, always just at the edge of perception, always moving away, always beckoning. Those who follow find themselves led further and further from safety: into bogs, off cliff edges, into Void fractures, or simply deep enough into the darkness that finding their way back becomes impossible. When the victim is sufficiently lost and terrified, the wisp drops its disguise and feeds on the psychic energy of despair.
Armor Class:16
Hit Points:22 (9d4)
Speed:0 ft, fly 50 ft (hover)
Challenge:CR 2
STR
1 (-5)
DEX
18 (+4)
CON
10 (+0)
INT
12 (+1)
WIS
14 (+2)
CHA
11 (+0)
Damage Resistances:Acid, cold, fire, necrotic, thunder; bludgeoning, piercing, slashing from nonmagical attacks
Damage Immunities:Lightning, poison
Condition Immunities:Exhaustion, grappled, paralyzed, poisoned, prone, restrained, unconscious
Senses:Darkvision 120 ft, passive Perception 12
Traits
Ephemeral. The void wisp can't wear or carry anything.
Incorporeal Movement. The wisp can move through other creatures and objects as difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
False Light. The void wisp sheds bright light in a 5-foot radius and dim light for an additional 15 feet. It can change the colour of this light (typically warm amber or pale white to mimic a lantern) or extinguish it as a bonus action. While its light is active, a creature must succeed on a DC 14 WIS (Perception) check or DC 12 INT (Nature) check to identify the wisp as something other than a normal light source.
Light Sensitivity. The void wisp is invisible while within bright light not its own (such as torchlight or *Daylight*). This invisibility ends if the wisp attacks or uses Despair Feed.
Actions
Shock. Melee spell attack: +6 to hit, reach 5 ft. Hit: 9 (2d8) lightning damage.
Despair Feed (Recharge 5-6). The wisp targets one frightened creature it can see within 10 feet. The target must succeed on a DC 12 CHA save or take 10 (3d6) psychic damage, and the wisp regains HP equal to the damage dealt.
Lure. The wisp targets one creature it can see within 60 feet. The target must succeed on a DC 12 WIS save or be charmed for 1 minute. While charmed, the target must use its movement on each turn to move toward the wisp by the most direct route. The target can repeat the save when it takes damage or at the end of each of its turns. A creature that succeeds is immune to this wisp's Lure for 24 hours.