Ink-Wisp of the Archive

small construct, unaligned

D&D 5.5 / SRD 5.2

Challenge 3 (700 XP)

Available with DM subscription
STR
8 (-1)
DEX
16 (+3)
CON
12 (+1)
INT
14 (+2)
WIS
13 (+1)
CHA
10

Defense

Armor Class
14 (natural armor)
Hit Points
40 (9d6+9 +1)
Speed
fly 30 ft., (hover)

Treasure & Loot Common

Coins

Proficiencies & Senses

Saving Throws Dexterity
Skills
Stealth +5, Perception +3
Senses
darkvision 60 ft.
passive Perception 13

Characteristics

Damage Vulnerabilities
—
Damage Resistances
poison, psychic
Damage Immunities
necrotic
Condition Immunities
charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone
Languages understands Common and one language of its archive's founders but can't speak

Traits and Actions

Rewrite

Trait Custom
Rewrite Custom
Damage Resistance Custom
When the wisp takes damage, it can use its Reaction to reduce that damage by 1d6. It then changes its damage resistance to the damage type that dealt the damage until the start of its next turn.

Rewrite. Homebrew reaction that reduces incoming damage by 1d6 and swaps the wisp's resistance to the triggering damage type until its next turn.

Archive Bound

Trait Custom
Archive Bound Custom
The wisp can't leave the Archive of the Sevenfold Ruins. While outside the archive, it has Disadvantage on attack rolls and can't use Erasure.

Ink Cloud

Trait
Heavily Obscured Rule
While in Dim Light or Darkness, the wisp is Heavily Obscured.

Ledger Priority

Trait Custom
Ledger Priority Custom
The wisp has Advantage on attack rolls against a creature holding a ledger, scroll, or book, and it moves to attack such a creature when able.

Multiattack

Action
The wisp makes two Script Lash attacks.

Script Lash

Action
Melee Attack Custom
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) Slashing damage plus 2 (1d4) Psychic damage.

Erasure (Recharge 5–6)

Action
Intelligence Saving Throw Rule
Verbal Components Custom
The wisp sweeps a 15-foot Cone of devouring script. Each creature in the Cone must make a DC 13 Intelligence saving throw. On a failure, a creature takes 10 (3d6) Psychic damage and can't speak or cast spells with Verbal components until the end of its next turn. On a success, it takes half damage only.

Running the encounter

Combat Behavior

Tactics

  • Hover in Dim Light or Darkness to stay Heavily Obscured.
  • Focus Script Lash on anyone holding a ledger or scroll.
  • Use Erasure to silence spellcasters, then reposition.

Combat Style

Skirmishing controller that hides in shadow and silences casters.

Morale

Fights to the last drop of ink while intruders remain inside the archive.

Appearance & presence

Monster Description

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