Skip to main content

Lantern Shade




A paradoxical horror, the body of this undead creature consists of formless gloom left with a vague impression of squirming limbs while crackling lanterns dangle from a plethora of tendrils sprouting from its top. Within the lanterns, tortured witch-lights burn, tormented faces surfacing within the glow.


Unforgiving Light. When the Fiend of the Moors, claimed his territory, he only faced one serious contender for control, an ancient hydra. The two creatures fought for weeks. The accursed ranger couldn’t stunt the growth of the hydra’s head, while the hydra couldn’t stop the vile revenant from rising again. Seeking an end to this stalemate, the Fiend assailed the reptile with a horde of undead beasts. Eventually, the hydra’s lifeforce was overcome by the enervating energies. The corrupted elf came to another obstacle; raising the hydra into his service. Eventually he found a way to bind it being to five will-o-wisps, and command the spectral terror which resulted, thought the lantern shade only vaguely resembles the hydra from which it birthed.

Lantern Shade

Huge undead, unaligned

Armor Class 14 (natural armor)

Hit Points 142 (15d12 + 45))

Speed 30ft

Swim 30ft

Str 20 Dex 10 Con 17 Int 2 Wis 10 Cha 7

Skills Perception +6

Damage Resistances necrotic

Damage Immunities cold, lightning, poison

Condition Immunities exhaustion, paralyzed, petrified, poisoned, prone, restrained

Senses darkvision 60 ft., passive Perception 16

Languages -

Challenge 8 (3,900 XP)

Incorporeal.

The lantern shade can move through other creatures and objects as if they were difficult terrain. It loses one head if it ends its turn inside an object and is considered to have taken radiant damage for the purposes of growing new heads.

Multiple Heads.

The lantern shade has five heads. While it has more than one head, the lantern shade has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.


Whenever the lantern shade takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the lantern dies.


At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken radiant damage since its last turn. The lantern shade regains 10 hit points for each head regrown in this way.

Profane Illumination.

As long as the lantern shade has at least two heads, it sheds bright light in a radius of 30ft and dim light up to 60ft. Invisible creatures and objects are revealed within this light, and creatures in the ethereal plane create a dim halo in the material plane.


All other undead creatures within the bright light gain Advantage on saving throw against being turned.


Reactive Heads.

For each head the lantern shade has beyond one, it gets an extra reaction that can be used only for opportunity attacks.

Actions

Multiattack.

The lantern shade makes as many slam attacks as it has heads.

Slam.

Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 8 (1d6 + 5) piercing damage plus 3 (1d6) lightning damage.

Comments

Popular posts from this blog

Knave of Knights

Bound to the Cavalcade of the King of Fools , this fallen angels wears a mockup of platemail armor crafted from bright pressed velvet and knitted wool but his weapons are nevertheless quite real. Said weapons are a whip crafted from liars's tongues and a lance of hell iron he wields as if it was made from driftwood. The stub of burnt wings jut from his back with multi-colored streamers dangling from the charred bones. The Knave of Knights fell in with the Cavalcade when he vowed to defend a rightful king's right to rule, only to find out that the sire he fell in with was a bastard usurper who had successfully taken his brother's place. Cursed and broken mentally by the deception, he was easily felled by the King of Fools and given a new place at the archdevil's side serving as his jester and favored knight all wrapped into one. Knave of Knights Medium Fiend (devil), lawful evil Armor Class 18 (natural armor) Hit Points ...

The Black Lady

The Black Lady claims to be the The King of Fools' concubine and takes pride in the title despite how other devils look down on her and the rest of the cavalcade for it. She adores the 'silly' archdevil to no end and works tirelessly to ensure that the devils beneath him show the properly courtly respect that her lord is due... if he is around. Otherwise, she focuses more on vicious gossip, violent fetes, and malicious matchmaking. Pitch black in skin with burning red eyes, the Black Lady's legs end in smolding pig hooves while long, curled horns poke from her ebony coiffure. She wears a variety of overy fancy dresses that are always stripped, monochrome, and risque. One accessory she is never without is an enchanted fan made from burnt angel feathers. This fan is as sharp as any demon's claws and will always return to her hand. The Black Lady Medium Fiend (devil), lawful evil Armor Class 22 (natural armor) Hit Points...

Crackle

A singular being, Crackle is a bolt of lightning given sentience after hiting a monk meditating atop the mountain. In fact, it believes it is that very monk reincarbated from a smoldering husk instead of the force which killed it. Crackle takes on a humanoid shape, chaning its lighting to appear to have skin and clothing. However, ripples of electricity constantly wiggle along its form. Often times its hair, clothing, and arms will clip through one another for Crackle is an imperfect copy. Crackle travels about, driven by a strong sense of law if not justice. It has a hard time empathizing with other points of view than the one it adopted and flies into a rage when pressed on its true nature. Crackle Medium elemental, lawful neutral Armor Class 14 Medium elemental, lawful neutral Speed 30 ft Str 15 Dex 18 Con 16 Int 11 Wis 16 Cha 18 Damage Resistances thunder; bludgeoning, piercing, and slashing ...