b'Witchlight \n'b'  Family:   Witchlight  \n'b'  Tiny   construct ,  any  \n'b'  Armor Class  12  Hit Points  20 (8d4)  Speed  0 ft., fly 40 ft. (hover)\n'b' STATS STR: 1 (\xe2\x80\x935) DEX:  14 (+2)  CON:  10 (+0)  INT:  10 (+0)  WIS:  15 (+2)  CHA:  7 (\xe2\x80\x932)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Perception  +4  Damage Immunities  poison, psychic, radiant  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\xe2\x80\x99t speak  Challenge  1/4 (50 XP)  Proficiency Bonus  +2 \n'b' SPECIAL TRAITS \n'b'\n'b'  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\xe2\x80\x99s spell save DC or fall  unconscious  for 1 minute. \n'b'  Construct Nature . The witchlight doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'  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. \n'b'\n'b' ACTIONS \n'b'\n'b'  Light Blast .  Melee or Ranged Spell Attack : +4 to hit, range 30 ft., one target.  Hit : 5 (1d6 + 2) radiant damage. \n'b'  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. \n'b'\n'b' ABOUT \n'b' This tiny ball of bright light seems to emanate from a crystalline center. \n'b'  Wizard Servants . Also called a \xe2\x80\x9cspooklight,\xe2\x80\x9d a witchlight is a  wizard\xe2\x80\x99s  servant created from a tiny piece of quartz. It appears as a floating ball of flickering  light  similar to a will-o\xe2\x80\x99-wisp. The hue of quartz used during the creature\xe2\x80\x99s  creation  determines the color of each witchlight\xe2\x80\x99s illumination. After the quartz is prepared, it is animated through an extended magical ritual cast under a full moon and a clear, starry sky. Consequently, they are extremely rare. \n'b'  Flashing Light Code . A witchlight always shares the same alignment as its creator. Although it cannot speak, a witchlight understands the languages of its creator, and many spellcasters have taught their witchlights a coded cipher, allowing it to spell out words by flaring and dimming its  light . When necessary, a witchlight can spell words in the air by flying so quickly that its trail of light forms letters. \n'b'  Free Roaming . If the witchlight\xe2\x80\x99s master dies within one mile of the witchlight, it explodes in a brilliant but harmless flash of light. If it loses its master under any other circumstance, it becomes masterless. While masterless, it\xe2\x80\x99s free to do as it pleases. Evil masterless witchlights can be surprisingly cruel, not unlike will-o\xe2\x80\x99-wisps. They seek to lure lost travelers into swamps or traps by using their glow to imitate the light of a safe haven. Conversely, good masterless witchlights guide travelers to places of safety or along safe paths, and they are prized by pilots and guides. Neutral witchlights exhibit a playful nature\xe2\x80\x94sometimes mingling inside the cavities of weapons, gems, or other curiosities, causing them to be mistaken for magic items. More than one \xe2\x80\x9c wizard\xe2\x80\x99s  staff \xe2\x80\x9d is just an impressive-looking stick with a witchlight perched on top. \n'b' Familiars \n'b' Some witchlights are willing to serve spellcasters as a familiar. Such witchlights have the following trait. \n'b'  Familiar . The witchlight can serve another creature as a familiar, forming a magic,  telepathic bond  with that willing companion. While the two are bonded, the companion can sense what the witchlight senses as long as they are within 1 mile of each other. While the witchlight is within 10 feet of its companion, the companion can\xe2\x80\x99t be  blinded . At any time and for any reason, the witchlight can end its service as a familiar, ending the  telepathic bond .'