Ley Wisp
Tiny fey, neutral
- Armor Class 15
- Hit Points 15 (6d4+0)
- Speed 0ft., fly 40 ft. (hover)
STR DEX CON INT WIS CHA 1 (-5) 20 (+5) 10 (+0) 6 (-2) 13 (+1) 14 (+2)
- Damage Resistances acid, cold, fire, lightning, necrotic, radiant; bludgeoning, piercing, and slashing from nonmagical weapons
- Condition Immunities exhaustion, grappled, paralyzed, poisoned, prone, restrained, unconscious
- Senses Darkvision 60 ft., passive perception 11
- Languages understands Sylvan but can't speak
- Challenge 1 (200 XP)
Magic Sensitivity. The ley wisp can sense magic around it, as with the detect magic spell.
Magic Resistance. The ley wisp has advantage on saving throws against spells and other magical effects.
Illumination. The ley wisp sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
Leyline Type. Each leyline wisp carries the essence of a particular type of magic, which determines the effects of its Emanation and Leyline Pulse abilities. See the Leyline Types sidebar.
Actions
Emanation. Each creature within 5 feet of the ley wisp is subjected to its leyline effect—see the Leyline Types sidebar.
Leyline Pulse (Recharge 4-6). The ley wisp chooses a second ley wisp it can see within 60 feet of it. A pulse of magic fills a 5-foot-wide line between the two ley wisps. Each creature in that line is subjected to the leyline effects of both wisps—see the Leyline Types sidebar.
Artist Credit: Ilyich
Leyline Types
There are as many types of ley wisps as there are types of leylines, and leylines are as varied as magic itself. The following types of ley wisps are paricularly favored by the fey courts:
Luminous. The wisp emits bursts of scintillating light. Affected creatures must succeed on a DC 13 Dexterity saving throw or take 1d8 radiant damage and be blinded for 1 round. A creature that succeeds on its saving throw takes half damage and isn't blinded.
Puzzling. The wisp creates maddening patterns of color. Effected creatures must succeed on a DC 13 Intelligence saving throw or take 1d8 psychic damage and become incapacitated for 1 round. The incapacitated creature's speed is reduced to 0. The effect ends early if the affected creature takes any damage or if someone else uses an action to shake the creature out of its stupor.
Verdant. The wisp manifests spectral vines which ensnare creatures in their path. Affected creatures must succeed on a DC 13 Strength saving throw or be restrained by the spectral vines. While restrained, the creature takes 1d4 piercing damage at the start of each of its turns. A creature restrained by the plants can use its action to make a DC 13 Strength check. On a success, it frees itself.
Bewitching. The wisp emits bewitching whispers. Affected creatures must succeed on a DC 13 Wisdom saving throw or take 1d8 psychic damage and be charmed by the wisp for 1 round. While charmed in this way, the charmed creature regards the wisp as a sacred treasure to be protected from harm. A creature that succeeds on its saving throw takes half damage and isn't charmed.
Umbral. The wisp emits bursts of life-draining shadow. Affected creatures must succeed on a DC 13 Constitution saving throw or take 1d8 necrotic damage. The wisp regains hit points equal to the necrotic damage dealt.
Banishing. The wisp emits chains of force which pull nearby creatures into pocket demiplanes. Effected creatures must succeed on a DC 13 Charisma saving throw or take 1d4 force damage and be banished. While banished in this way, the creature’s speed is 0, and it is incapacitated. At the end of its next turn, the effected creature reappears in the space it vacated or in the nearest unoccupied space if that space is occupied.

