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Lamp-Moth

Tiny beast, unaligned

AC
13
HP
10
Speed
5
CR
1/4

Palm-sized, ash-grey, and drawn to any flame it can see. Lantern-keepers never minded them — a tower thick with lamp-moths was a tower whose light was still carrying. The marsh has learned to read them the same way, which is why a swarm of moths overhead is now taken as a sign that something else is coming to the same light.


Armor Class 13 (natural armor)

Hit Points 10 (4d4)

Speed 5 ft., fly 30 ft.


STR
3 (-4)
DEX
16 (+3)
CON
10 (+0)
INT
1 (-5)
WIS
12 (+1)
CHA
4 (-3)

Skills Perception +3

Senses darkvision 60 ft., passive Perception 13

Languages —

Challenge 1/4


Traits

Drawn to Light. The lamp-moth must move toward the brightest light source it can see within 120 feet unless it is being attacked. A creature carrying an open flame has disadvantage on Dexterity (Stealth) checks while lamp-moths are within 60 feet of it.

Actions

Proboscis. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Piercing damage.

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Further reading

Jetpack7 Game Master Series
The Game Master's Book of Random Encounters
Jeff Ashworth · 2020
The Game Master's Book of Traps, Puzzles and Dungeons
Jeff Ashworth · 2022
The Game Master's Book of Legendary Dragons
Aaron Hübrich · 2022