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

Netting Mimic

This particular mimic species has a rather unique origin. As polyps the first batch was caught in a giant spider's web soon after being spawned. Rather than being devoured by the arachnid, they turned into sticky strands amid the webwork. Not long after that, a group of adventurers slew said spider and moved on. The mimics had something to subsist on and kept their disguise to keep more bugs. When the spider's eggs hatched, instead of eating the young, the mimics were amused by the creatures and they protected them until they were large enough until to ride off to better climes. Eventually, these mimics took the shape of netting of all sorts: ship rigging, cargo nets, and so on as they were less conspicuous than spider webs. They still remain friends with things eight-legged. Netting Mimic Medium Monstrosity (shapechanger), neutral Armor Class 13 (natural armor) 52 (8d8 + 16) Speed 15 ft Climb ...

Gears

Gears can't remember if he was a dwarven hero or a condemned criminal. Either way, he is more cogwork than flesh now and driven to mete out justice with his metal fists. He was first deployed during an intense goblin invasion of a dwarven stronghold. Initially he served as something between a shocktroop and a living weapon, but this cigar chopping 'cyborg' inspired the dwarven defenders fighting along side of him to the point that he became a mascot, then a leader. More times than one could count, he should have gone down under a barrage of attacks only to plow forward losing more flesh and blood later replaced with mithril and steel. Eventually, Gears lost every last dwarf he fought along side and just kept killing goblins whenever he could until the fortress housed him alone. Now he wanders the world, making things right the best he can one punch at a time. Gears Medium construct (dwarf), chaotic good Armor Class 12 (natural armor) ...

Piecemeal

Eveyrone should be free to live as they want and die as terribly as they can. This is the creed that the strange collection of bodyparts known as Piecemeal holds. Originally, it was a trio of kobolds who attempted a 'ritual' of their own design meant to grant immortality. Instead, it tore the three creatures into pieces that forgot how to die. The mass went quite mad and seeks to free other body parts from the 'bondage' of well, being part of a body. Travelling as three kobolds in a trenchcoat, Piecemeal wages a brutal war against 'slave owners' (IE anything with a body) and adds new parts to its collectiona as needed to keep the revolution going. Over time little of the kobolds remain, but it still rambles about in a trenchcoat spouting its made philosophy. Piecemeal Medium swarm of tiny undead creatures, chaotic neutral Armor Class 11 136 (16d8 + 64) Speed 30 ft Climb 20 ft ...