Witchlight
Tiny Construct Any Alignment
- Armor Class: 12
- Hit Points: 20 (8d4)
- Speed: walk 40 ft.
- Challenge Rating: 1/4 (50 XP)
- Source: Tome of Beasts 2023, page 397
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 1 (-5) |
14 (+2) |
10 (+0) |
10 (+0) |
15 (+2) |
7 (-2) |
- Skills: Perception +4
- Damage Vulnerabilities: False
- Damage Immunities: poison, psychic, radiant
- Damage Resistances: False
- Condition Immunities: blinded, charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone
- Senses: darkvision 60 ft., passive Perception 14
- Languages: understands the languages of its creator but can’t speak
Special Abilities
- Antimagic Susceptibility: The witchlight is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the witchlight must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
- Construct Nature: The witchlight doesn't require air, food, drink, or sleep.
- Variable Illumination: The witchlight 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 witchlight can alter the radius as a bonus action.
Actions
- Light Blast: Melee or Ranged Spell Attack: +4 to hit, range 30 ft., one target. Hit: 5 (1d6 + 2) radiant damage.
- Flash (3/Day): The witchlight emits a bright burst of light. Each creature within 20 feet of the witchlight must succeed on a DC 12 Dexterity saving throw or be blinded for 1 minute. A creature can make a DC 12 Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.
Licensing – Markdown Format