Small Fey, Neutral Evil
Armor Class 17
Hit Points 119 (14d6 + 70)
Speed 0 ft., Fly 80 ft.
STR
2 (-4)
DEX
24 (+7)
CON
20 (+5)
INT
20 (+5)
WIS
22 (+6)
CHA
23 (+6)
Saving Throws CHA +9
Damage Resistances Acid, Cold, Fire, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Lightning, Poison, Radiant
Senses Passive Perception 16
Languages Auran, Common, Sylvan, Sylvan, Terran
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Banelight Aura.  Creatures within 60 feet of the Banelight and also within its light have a 1d4 penalty to their attack rolls. All light sources within this aura turn red. 

Create Will'o'wisp. As a bonus action, the banelight can target a nonliving source of light (other than its own) within the banelight aura and turn it into a will'o'wisp under the banelights control. Creatures created this way last for 1 minute. A banelight can only have 3 will'o'wisps under its control

Lightsource. The banelight is always under the affects of the daylight spell. it may reduce the radius of light by half as a bonus action, this effect lasts until the end of its next turn.

Incorporeal Movement. The will-o'-wisp can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Magic Resistance. The banelight has advantage on saving throws against spells and other magical effects.

Regeneration. the banelight restores 10 hit points at the start of its turn.  The banelight dies only if it starts its turn with 0 hit points and doesn't regenerate. 

Suseptible to Darkness. The banelight in darkness loses its aura, regeneration, and has disadvantage to attack rolls and saving throws. 

Actions

Multiattack. The banelight makes two light vortex attacks.

Light Vortex. Melee Spell Attack: +9 to hit, reach 5 ft. or Ranged 60 ft., one creature. Hit: 18 (4d8) Radiant damage.

Habitat: ForestMountainSwamp

Valwoof

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