Witchlight

Tiny Construct, Any Alignment

Armor Class 12

Hit Points 20 (8d4)

Speed walk +40

Challenge 1/4

STR
1
-5
DEX
14
+2
CON
10
+0
INT
10
+0
WIS
15
+2
CHA
7
-2

Skills Perception +4

Damage Vulnerabilities False

Damage Resistances False

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

Special Abilities

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.

Source: Tome of Beasts 2023 · OGL/Open