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# Witchlight
*Tiny* *Construct* *Any Alignment*
- **Armor Class:** 12
- **Hit Points:** 20 (8d4)
- **Speed:** walk 40 ft.
- **Challenge Rating:** 1/4 (50 XP)
- **Source:** Tome of Beasts 2023, page 397
| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 1 (-5) | 14 (+2) | 10 (+0) | 10 (+0) | 15 (+2) | 7 (-2) |
- **Skills:** Perception +4
- **Damage Vulnerabilities:** False
- **Damage Immunities:** poison, psychic, radiant
- **Damage Resistances:** False
- **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 cant 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.