Haunting Lantern (Artifact – Soul Prison)
Hangs from her ribcage like a heart. Souls glow faintly within.
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Any humanoid slain within 60 ft. has its soul trapped unless it passes a DC 15 Charisma save.
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The Widow can use a soul to heal 20 HP as a bonus action.
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Destroying the Lantern (AC 17, HP 40) releases all souls and banishes the Widow temporarily.
Bone-Cage Body
Melee attacks against the Widow made from within 5 ft. deal 1d6 piercing damage to the attacker as razor-thin bone barbs lash out.
Whispers of the Trapped
Any creature that starts its turn within 30 ft. must succeed on a DC 15 Wisdom saving throw or hear whispers from trapped souls. On a failure:
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They are Frightened until the start of their next turn.
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If they already have a Fracture Point, they also take 2d8 psychic damage.
Multiattack:
The Lantern Widow makes two Raking Limb attacks and uses Soul Flicker if available.
Raking Limb. Melee Weapon Attack: +7 to hit, reach 10 ft., one target.
Hit: 13 (2d8 + 4) slashing damage. If target is Frightened or has a Fracture Point, add 1d8 psychic.
Soul Flicker (Recharge 5–6):
The Widow unleashes a burst of soul-light from her lantern. Each creature within 30 ft. must make a DC 15 Constitution saving throw.
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On a fail: Blinded for 1 minute and gains 1 Fracture Point.
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On a success: Half damage (3d8 radiant), no blindness.
Silken Threads (1/day):
Spins spectral webbing in a 20-ft. cube. Creatures in the area must succeed on a DC 15 Dexterity save or be Restrained by ghostly silk. As long as a soul is trapped in her lantern, the threads cannot be burned.
Bonus Action Name. Enter the description for how bonus actions work for your monster here.
Reaction Name. Enter the description for your action.
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Ghostlight Step: Teleport up to 30 ft. to dim light or mist.
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Soul Grasp: Force a creature within 60 ft. to make a DC 15 Charisma save or feel the pull of their own mortality—takes 2d6 necrotic and is slowed until end of its next turn.
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Lantern Pulse: The lantern glows violently—each creature within 10 ft. must make a DC 15 Wisdom save or take 2d4 psychic and drop prone.
Mythic Action Name. Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
A demon born of grief and betrayal, she lures travelers with a soul-filled lantern and traps them in bone cages to feed the Mist.
Lair and Lair Actions
The Widow’s Crossing
“Don’t follow the lanterns. They don’t lead out—they lead in.”
Location Type: Haunted Marsh / Lost Roadway
Recommended Tier: Levels 5–7
Environment: A half-sunken road crossing through dead bogland, where lanterns sway with no bearers and trees bend like mourners.
🌫️ Lair Traits
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Will-o’-the-False: Magical or mundane light sources flicker and dim, casting shadows in impossible directions. All Wisdom (Perception) checks relying on sight are made at disadvantage.
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Whispers in the Fog: Creatures must make a DC 14 Charisma saving throw at the start of a long rest in the lair. On a failure, they awaken mid-nightmare, unable to gain rest and taking 2d6 psychic damage.
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Fog That Hungers: The fog is semi-sentient. Once per day, it may manifest a Mistborn Thrall (CR 1) within 60 feet of any creature carrying a light source.
🔥 Lair Actions (On Initiative 20, one per round)
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Lantern Fade: All non-magical light sources in the lair are extinguished. Magical light sources must succeed on a DC 15 spellcasting ability check or be suppressed until the end of the next round.
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False Guide: A spectral figure holding a lantern appears and beckons. One creature of the Lantern Widow's choice must succeed a DC 15 Wisdom saving throw or be charmed for 1 minute and compelled to follow it into the fog (difficult terrain, off the map).
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Flame Within Flesh (Recharge 5–6): A burning spirit bursts from the fog near the Lantern Widow. It lashes out in a 15-ft cone. All creatures in the area must make a DC 16 Dexterity saving throw, taking 6d6 fire damage on a fail, or half on success. Creatures that fail are blinded until the end of their next turn.
🌕 Regional Effects (within 1 mile of the lair)
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Lost Paths: Any attempt to travel through the region without a local guide or specific knowledge results in becoming lost. Travel time doubles, and there's a 25% chance per hour that the party returns to where they started.
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Lantern Moan: At dusk, orphan lantern lights appear over the marshes. If followed, they vanish—and the follower must succeed a DC 15 Wisdom saving throw or fall unconscious, awakening in a random part of the Widow’s lair.
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Fog-Walked: Those who spend too long in the region (more than 24 hours) begin to lose reflections and shadows. At 72 hours, their voice echoes back things they didn’t say.
If the Lantern Widow is defeated, her lanterns go out one by one, and the mists slowly recede from the Crossing. The road reveals itself again—for a time.
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