Mister Light

Medium humanoid (elf, shadar-kai), chaotic good

Armor Class

13

Hit Points

77 (14d8 + 14)

Speed

walk 30 ft.

Saves

Dex +5, Cha +5

Skills

Perception +3, Performance +5, Sleight of Hand +5

Damage Resistances

necrotic

Damage Vulnerabilities

lightning

Senses

darkvision 60 ft.

Languages

Common, Elvish, Sylvan

Challenge

3

Proficiency Bonus

+2

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 Weapon Attack: +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, Witch can't cast the spell again until the next dawn), ray of frost

Blessing of the Raven Queen (Bonus Action) (1/Day)

Witch 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.