# 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 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.