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Witchlight 2014

CR 1/4 construct

Tiny construct, neutral


Armor Class
14
Hit Points
10 (4d4)
Speed
fly 50 ft.

STR1 (-5)
DEX18 (+4)
CON10 (+0)
INT10 (+0)
WIS13 (+1)
CHA7 (-2)

Saving Throws
Skills
Perception +3
Damage Immunities
poison, radiant
Condition Immunities
charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses
darkvision 60 ft., passive Perception 13
Languages
understands the language of its creator but can't speak
Challenge
1/4 (50 XP) · Proficiency Bonus +2

Dispel Magic Weakness.

Casting dispel magic on a witchlight paralyzes it for 1d10 rounds.

Luminance.

A witchlight normally glows as brightly as a torch. The creature can dim itself to the luminosity of a candle, but it cannot extinguish its light. Because of its glow, the witchlight has disadvantage on Dexterity (Stealth) checks.

Thin As Light.

While a witchlight is not incorporeal, it can pass through any opening that light can.

Actions

Light Ray.

Ranged Weapon Attack: +6 to hit, range 30 ft., one target. Hit: 6 (1d4 + 4) radiant damage.

Flash (Recharge 5–6).

The witchlight emits a bright burst of light that blinds all sighted creatures within 30 feet for 1d4 rounds unless they succeed on a DC 10 Constitution saving throw.

Environments: Arctic or Tundra, Caves, Coast, Desert, Forest or Jungle, Grassland or Plains, Hills, Laboratory, Lake, Mountain, Ocean, Ruins, Sewer, Shadowfell, The Abyss, Astral Plane, Elysium, Ethereal Plane, Feywild, Hell, Material Plane, Plane of Air, Plane of Earth, Plane of Fire, Plane of Water, Swamp or Marsh, Temple, Badlands, Tomb, Underworld, Urban

Other versions

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