Lantern Warden
Medium undead, lawful neutral
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 Weapon Attack: +5 to hit, reach 10 ft., one target. 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.





