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Witchlight 2014

CR 1/4 construct

Tiny construct, Any Alignment


Armor Class
12
Hit Points
20 (8d4)
Speed
40 ft.

STR1 (-5)
DEX14 (+2)
CON10 (+0)
INT10 (+0)
WIS15 (+2)
CHA7 (-2)

Saving Throws
Skills
Perception +4
Damage Immunities
poison, psychic, radiant
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
Challenge
1/4 (50 XP) · Proficiency Bonus +2

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.

Other versions

Source: Tome of Beasts 1 (2023 Edition) (Kobold Press) · License: OPEN GAME LICENSE Version 1.0a details