Medium humanoid (elf, shadar-kai), Chaotic Good
| Armor Class | 13 |
|---|---|
| Hit Points | 77 (14d8 + 14) |
| Speed | 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10 (+0) | 16 (+3) | 12 (+1) | 12 (+1) | 13 (+1) | 17 (+3) |
| Saving Throws | Cha +5, Dex +5 |
|---|---|
| Skills | Perception +3, Performance +5, Sleight of hand +5 |
| Damage Vulnerabilities | lightning |
| Damage Resistances | necrotic |
| Damage Immunities | — |
| Condition Immunities | blinded; deafened; petrified; stunned |
| Senses | darkvision 60 ft., passive Perception 13 |
| Languages | Common, Elvish, Sylvan |
| Challenge | 3 |
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.
Light makes two Witchlight vane attacks.
Melee Attack Roll: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 4 (1d8) radiant damage.
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