13
77 (14d8 + 14)
walk 30 ft.
Dex +5, Cha +5
Perception +3, Performance +5, Sleight of Hand +5
necrotic
lightning
darkvision 60 ft.
Common, Elvish, Sylvan
3
+2
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 Weapon Attack: +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, Witch can't cast the spell again until the next dawn), ray of frost
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.