Mister Light

(The Wild Beyond the Witchlight)

Medium humanoid (elf, shadar-kai), Chaotic Good

Armor Class13
Hit Points77 (14d8 + 14)
Speed30 ft.
STRDEXCONINTWISCHA
10 (+0) 16 (+3) 12 (+1) 12 (+1) 13 (+1) 17 (+3)
Saving ThrowsCha +5, Dex +5
SkillsPerception +3, Performance +5, Sleight of hand +5
Damage Vulnerabilitieslightning
Damage Resistancesnecrotic
Damage Immunities—
Condition Immunitiesblinded; deafened; petrified; stunned
Sensesdarkvision 60 ft., passive Perception 13
LanguagesCommon, Elvish, Sylvan
Challenge3

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.

Witchlight Vane.

Melee Attack Roll: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 4 (1d8) radiant 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):

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