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
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