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Lantern Warden

Medium undead, lawful neutral

AC
13
HP
104
Speed
30
CR
3

Before the marsh road had lanterns it had a courthouse, and before the courthouse sank it had a warden who would not leave his post. He keeps it still, in the dark water, walking a beat no one can see. The gloom goes with him the way torchlight goes with the living — which is why travellers who see a tidy circle of dark moving against the fog turn around.


Armor Class 13 (tattered mail)

Hit Points 104 (16d8 + 32)

Speed 30 ft.


STR
16 (+3)
DEX
12 (+1)
CON
14 (+2)
INT
10 (+0)
WIS
16 (+3)
CHA
10 (+0)

Skills Perception +5

Damage Vulnerabilities radiant

Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks while in dim light or darkness

Senses darkvision 60 ft., passive Perception 15

Languages understands Common but cannot speak

Challenge 3


Traits

Keeper's Gloom. Dim light fills a 15-foot radius around the warden. The daylight spell dispels it for 1 hour.

Final Vigil. Once per day, when the warden drops to 0 hit points, it drops to 1 hit point instead and its gloom flares to 30 feet until the end of its next turn.

Actions

Warden Spear. Melee Attack Roll: +5, reach 10 ft. Hit: 12 (2d8 + 3) Piercing damage.

Gloom Tithe (Recharge 5–6). Each creature within 15 feet must succeed on a DC 13 Wisdom saving throw or take 10 (3d6) Necrotic damage and have its speed halved for 1 round.

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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