Consume Life. As a bonus action, the wisp can target one creature it can see within 5 feet of it that has 0 hit points and is still alive. The target must succeed on a DC 10 Constitution saving throw against this magic or die. If the target dies, the wisp regains 10 (3d6) hit points. Ephemeral. The wisp can't wear or carry anything. Incorporeal Movement. 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. Variable Illumination. The wisp sheds bright light in a 5- to 20-foot radius and dim light for an additional number of feet equal to the chosen radius. The wisp can alter the radius as a bonus action.
Wither. Melee Spell Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d8) necrotic damage. Invisibility. The wisp and its light magically become invisible until it attacks or uses its Consume Life, or until its concentration ends (as if concentrating on a spell).