Monster
Mister Light
Outside your table’s allowed sources
Official reference · WBtW · 2014
- Creature type
- Humanoid
- Size
- Medium
- Armor class
- 13
- Hit points
- 77 (14d8 + 14)
- Speed
- Walk 30 ft.
- Challenge rating
- 3
- Alignment
- Chaotic Good
- Strength
- 10
- Dexterity
- 16
- Constitution
- 12
- Intelligence
- 12
- Wisdom
- 13
- Charisma
- 17
- Passive Perception
- 13
- Saving Throws
- dex: +5; cha: +5
- Skills
- perception: +3; performance: +5; sleight of hand: +5
- Senses
- darkvision 60 ft.
- Languages
- Common, Elvish, Sylvan
- Resistances
- necrotic
- Condition Immunities
- blinded, deafened, petrified, stunned
- Vulnerabilities
- lightning
Traits
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.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 4 (1d8) radiant damage.
Bonus actions
Blessing of the Raven Queen (1/Day)
Light 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.
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, Light can't cast the spell again until the next dawn), ray of frost