Antimagic Susceptibility. The lamp is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the lamp must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
False Appearance. While the lamp remains motionless, it is indistinguishable from a normal lamp.
Illumination. The lamp sheds bright light in a 15-foot radius and dim light for an additional 15 feet.
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) bludgeoning damage.
Light Burst (Recharge 5-6). The lamp emits a burst of blinding light. Each creature within 15 feet of the lamp must succeed on a DC 12 Constitution saving throw or be blinded until the end of the lamp's next turn.
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