Medium humanoid, chaotic good
- Armor Class
- 13
- Hit Points
- 77 (14d8 + 14)
- Speed
- 30 ft.
- Challenge
- 3 (700 XP)
- Saving Throws
- Cha +5, Dex +5
- Skills
- Perception +3, Performance +5, Sleight of hand +5
- Damage Resistances
- necrotic
- Damage Vulnerabilities
- lightning
- Condition Immunities
- blinded; deafened; petrified; stunned
- Senses
- darkvision 60 ft., passive Perception 13
- Languages
- Common, Elvish, Sylvan
Traits
Light has advantage on saving throws against being charmed, and magic can't put him to sleep.
Light carries and is attuned to the Witchlight vane. In Light's hands, the vane is a finesse weapon.
Actions
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
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.
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):