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    Spirit of the Blue Light

    Small fey, Lawful Neutral

    Armor Class 17 (natural armor)

    Hit Points 142 (19d6 + 76)

    Speed 40 ft., burrow 30 ft.

    STR 18 (+4) · DEX 20 (+5) · CON 18 (+4) · INT 14 (+2) · WIS 16 (+3) · CHA 10 (+0)

    Saving Throws Dex +9, Con +8, Wis +7

    Skills Acrobatics +9, Perception +7, Sleight Of Hand +9, Stealth +9

    Senses Darkvision 120 ft., Tremorsense 60 ft., passive Perception 17

    Languages Common, Dwarvish, Sylvan

    Challenge 9 (5,000 XP)

    Actions

    Black Iron Club. Melee Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (1d6 + 4) bludgeoning damage plus 9 (2d8) force damage, and the target is automatically knocked Prone.

    Paralyzing Strike (Recharge 5–6). Melee Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 18 (4d8) force damage. The target must succeed on a DC 16 Constitution saving throw or be Paralyzed until the end of the spirit's next turn.

    Spellcasting: The spirit casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (Spell Save DC 15):

    At Will: Invisibility (PHB, p. 289; self only), Misty Step (PHB, p. 299)

    3/Day each: Dimension Door (PHB, p. 262), Pass without Trace (PHB, p. 303)

    Lore

    An underground dwarf who obeys every order of the holder of the blue flame.

    A soldier had served his king faithfully for many years. When the war ended, his many wounds made it impossible for him to stay in the army. The king told him, “You may go home now; I have no further use for you. And you’ll receive no more pay—wages are for those who are still in my service.”

    The soldier had no idea how he would live. Dejected, he set off without any destination in mind and wandered all day until nightfall found him deep in a forest. When darkness closed in, he spotted a light and came to a little house where a witch lived.

    From Grimm Legends Bestiary 5E, p. 70 · Fern Flower Press