Omniscient: The lantern has 120ft darkvision and is not affected by magical darkness. It can also see objects or creatures affected by invisibility spells and cannot be sneak attacked or surprised.
Shapechanger: The lantern can use its action to change its appearance to a creature of size medium or smaller. This appearance is illusionary only, like the spell seeming.
Multiattack: The lantern makes any of the following three attacks on its turn.
Telepathy: The lantern reads the mind of a target within 30ft, causing them to live their worst fear. The target must succeed a DC 15 WIS saving throw or take 3d6 + 4 psychic damage (half as much on a success).
Deadlock: The lantern makes a melee attack towards a target (+5 to hit). If the attack hits, the target is grappled and takes 2d6 + 2 necrotic damage, per turn until they make a successful DC 15 STR saving throw.
Impale: The lantern’s tentacles unfurl and it fires a barbed tendril towards a target within 30ft (+5 to hit). Deals 2d6 + 2 piercing damage +1d6 poison damage.
lash: The lantern uses one of its tentacles to deliver a crushing blow to a target within melee range (+5 to hit). Deals 2d6 + 2 bludgeoning damage.
Description
A horrific bulbous mass hovers two feet above the ground, like a mutated starfish with large, slimy, malformed tentacles sticking out at random angles. Gruesomely decorating the tentacles are hundreds, perhaps thousands of eyes, varying in size, shape and colour. But each one eerie and unsettling. Rotting tissue and exposed tendons, dripping with black tar wrap around its grotesque frame. Odd parts stick out at strange points, a humanoid hand with six fingers at the end of a tentacle, or a twisted face lending its sockets to a pair of eyes. At the centre of the creature where the various tentacles and tendrils converge is a large bulging sac which pulsates with a glowing green light, like a heart, creating an echoing heartbeat.
Previous Versions
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2/12/2019 10:39:06 PM
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Coming Soon
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