For a level 3 one shot I will be playing a Warlock who made a deal with the ghost of a wizard to help find a way to revive the wizard, and by carrying soot from the wizard's final resting place in a locket, they stay near me and give me warlock powers. Because of this, I thought it'd be cool to have a ghost familiar through Pact of the Chain and since no ghost-like undead are CR 1, I decided to nerf a Will'O'wisp from CR 2 to 1.
Is the following Will'O'Wisp homebrew comparable, or at least less powerful that other familiars at level 3? The two skills were added to flavour the creature as a wizard's ghost and to give some utility outside of combat.
tiny celestial (since the Find Familiar spell only creates fiends, fey, and celestials, not undead)
Armor Class 13
Hit Points 10
Speed 0 ft, fly 40 ft (hover)
STR 1 (-5) Dex 15 (+2) CON 10 (+0) INT 16 (+3) WIS 12 (+1) CHA 11 (+0)
Skills: Arcana +5, History +5
Damage Resistance: necrotic; thunder; bludgeoning, piercing, and slashing from non-magical attacks
Damage Immunities: lightning, poison
condition Immunities: grappled, poisoned, prone, restrained
Senses: darkvision 120 ft, passive perception 11
Challenge: 1 (200 XP)
Ephemeral. The will-o’-wisp can’t wear or carry anything.
Incorporeal Movement. The will-o’-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 will-o’-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 will-o’-wisp can alter the radius as a bonus action.
Shock. Melee Spell Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d8) lightning damage.
Invisibility. The will-o’-wisp and its light magically turn Invisible until it attacks, or until its Concentration ends (as if concentrating on a spell).