Skip to main content

Lamp Geist




Cursed by the Thirst Slacker, a lamp geist is bound to a physical oil lamp in the material world. Thus it can never return to the hells and must forever play its role. This is to steer victims toward the Thirst Slacker and his evil allies while pretending to be a summond and controled entity within the lamp. It doesn't mind this last role too much, though, as it delights in leading its 'master' astray from the morale path while providing them arcane might. If it grows bored or the 'master' is intractable, the lamp geist will simply kill them. While it is completely solid, the fiend appears as a wispy, humanoid shape of a faint blue, branded with magical sigils and wearing a crown that hides its stubby horns. It is quick to smile, but never full enough to reveal its sharp teeth.

Lamp Geist

Medium fiend, chaotic evil

Armor Class 15 (natural armor)

91 (14d8 + 28)

Speed 40 ft

Str 13 Dex 17 Con 14 Int 16 Wis 15 Cha 18

Saving Throws Con +5, Wis +5

Skills Perception +5,

Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered

Damage Immunities cold, fire

Condition Immunities charmed

Sensesdarkvision 60 ft., passive Perception 12

Languages Abyssal, Common, Elvish, Infernal

Challenge 8 (3,900 XP)55

Rejuvenation.

If it dies, the fiend returns to life within its lamp after 1d6 days and regains all its hit points. Only a wish spell can prevent this trait from functioning.

Lamp Bound.

The fiend can exist indefinitely within its lamp. As a bonus action, it can enter or leave the lamp as long as the object is within 5ft and there is not an enemy within 5ft of the fiend.

Spellcasting.

The fiend is a 10th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following spells prepared:


* Cantrips (at will): fire bolt, mage hand, minor illusion

* 1st level (4 slots): charm person, detect magic, sleep

* 2nd level (3 slots): detect thoughts, hold person

* 3rd level (3 slots): bestow curse, remove curse

* 4th level (3 slots): arcane eye, dimension door

* 5th level (2 slots): creation

Actions

Claw.

Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 7 (1d6 + 4) slashing damage, and 9(2d8) necrotic 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) ...

Bryne Woemonger

There is nothing typical about the typical bryne. These coastal terrors are lumbering humanoids with a skin tone close to that of a drowned corpse. Crystal-like deposits of bone and salt erupt from their elbows, knees and shoulders while the rest of their flesh is puckered here and there from barnacle scars and fell branding. Their most disturbing aspect, however, is their fleshless skulls. Some say a bryne’s head resembles a dead horse, others a dead wolf’s and there is an argument to be made for both. While the skull’s shape is general equine the fangs within are wicked and sharp like a dire wolf’s Deep set eyes as black and cold as a shark's ooze off-white ichors and within the fleshy inside of a bryne’s mouth resides a forked tongue capable of speech. Adorned with the remnants of lost vessels and inhabited by a flock of undead albatross, the bryne woemonger takes to the field wielding a reclaimed anchor as a weapon. Driftwood cages serve as shoulder guards for this giant s...