Mister Light

The Wild Beyond the Witchlight p. 26

Size
Medium
Type
humanoid (elf, shadar-kai)
Alignment
chaotic good
AC
13
Hit Points
77 (14d8+14)
Speed
walk 30 ft.
Saving Throws
Dex +5, Cha +5
Skills
Perception +3, Performance +5, Sleight of Hand +5
Resistances
necrotic
Vulnerabilities
lightning
Condition Immunities
blinded, deafened, petrified, stunned
Senses
darkvision 60 ft.
Passive Perception
13
Languages
Common, Elvish, Sylvan
Challenge
3
STR
10
+0
DEX
16
+3
CON
12
+1
INT
12
+1
WIS
13
+1
CHA
17
+3

Traits

Proficiency Bonus

+2

Fey Ancestry

Light has advantage on saving throws against being charmed, and magic can't put him to sleep.

Special Equipment

Light carries and is attuned to the Witchlight vane. In Light's hands, the vane is a finesse weapon.

Actions

Multiattack

Light makes two Witchlight vane attacks.

Witchlight Vane

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 4 (1d8) radiant damage.

Spellcasting

While carrying the Witchlight vane, Light casts one of the following spells, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 13, +5 to hit with spell attacks):

  • At will: dancing lights, polymorph (after casting, roll a d8; on a roll of 3 or 8, Witch can't cast the spell again until the next dawn), ray of frost

Blessing of the Raven Queen (1/Day) (Bonus Action)

Witch magically teleports, along with any equipment he is wearing or carrying, up to 30 feet to an unoccupied space he can see. Until the start of his next turn, he appears ghostly and gains resistance to all damage.

recharge

1/DAY

Spells

dancing lights, polymorph, ray of frost

Other data

description