Large Fiend, Chaotic Evil
Armor Class 17
Hit Points 112 (15d10 + 30)
Speed 40 ft., climb 30 ft.
STR
18 (+4)
DEX
16 (+3)
CON
18 (+4)
INT
13 (+1)
WIS
14 (+2)
CHA
16 (+3)
Saving Throws WIS +5, CHA +6
Skills Deception +9, Insight +6, Stealth +7
Damage Resistances Fire, Necrotic
Damage Immunities Psychic
Condition Immunities Charmed, Frightened
Senses Darkvision 120ft., Tremorsense 30ft., Passive Perception 12
Languages Abyssal, Telepathy 60ft.
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Luring Lantern. The Lantern Widow emits a hypnotic light in a 30-foot radius. Humanoids who can see the lantern at the start of their turn must succeed on a DC 16 Wisdom saving throw or be charmed until the start of their next turn. While charmed this way, they are compelled to move toward the lantern by the safest available route.

Cage of Souls. When the Lantern Widow kills a humanoid, their soul is drawn into her lantern. She can hold up to 5 souls. For each soul, she gains 5 temporary hit points and advantage on Charisma checks.

  • Once per long rest, she may cast Dimension Door using a soul as the material component (consumes it).

  • If reduced to 0 HP, and at least one soul is inside, she may release a soul instead to drop to 1 HP instead.

Misty Hunger. While in fog, the Lantern Widow is lightly obscured and has advantage on Stealth checks.

Actions

Multiattack. The Lantern Widow makes two Bone Claw attacks.


Bone Claw. Melee Weapon Attack: +7 to hit, reach 10 ft., one target.
Hit: 13 (2d8 + 4) slashing damage. The target must succeed on a DC 15 Constitution saving throw or be paralyzed until the end of their next turn as ghostlight seeps into their muscles.


Soulflare Lantern (Recharge 5–6).
The Widow opens her lantern wide, unleashing the screams of trapped souls. All creatures within 30 feet must make a DC 16 Wisdom saving throw or take 27 (6d8) psychic damage and become frightened for 1 minute. On a success, take half damage and no condition. Creatures frightened in this way may repeat the save at the end of their turns.

Bonus Actions

Fade Into Fog. If the Lantern Widow is in mist or magical darkness, she may become invisible until the start of her next turn or until she attacks.

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

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

Enter a general description for your monster here.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Vinn0983

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