The Last Lamplighter
Large celestial, lawful neutral
The order was given its charge by something, and that something has come to see why the chain is dark. It is not hostile on arrival and it is not merciful on inspection. It intends to relight the nine towers, it has determined how much of the marsh must be burned off to do it, and it regards the current inhabitants of Mourncross as a variable in that calculation rather than as a party to it.
Armor Class 19 (natural armor)
Hit Points 218 (19d10 + 114)
Speed 40 ft., fly 90 ft.
- STR
- 22 (+6)
- DEX
- 19 (+4)
- CON
- 22 (+6)
- INT
- 18 (+4)
- WIS
- 21 (+5)
- CHA
- 22 (+6)
Saving Throws Cha +11, Con +11, Wis +10
Skills Insight +10, Perception +10, Intimidation +11
Damage Resistances necrotic, radiant; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened
Senses truesight 120 ft., passive Perception 20
Languages all, telepathy 120 ft.
Challenge 16
Traits
Bearing the Charge. The Last Lamplighter sheds bright light in a 60-foot radius. Any creature that has been in that light since the start of its last turn cannot become invisible or benefit from magical darkness.
Legendary Resistance (3/Day). If the Lamplighter fails a saving throw, it can choose to succeed instead.
Relights What It Kills. A creature reduced to 0 hit points by the Lamplighter burns for 1 minute, shedding bright light in a 20-foot radius. It cannot be restored to life by any effect below 7th level while it burns.
Actions
Multiattack. The Lamplighter makes two hook attacks, or one hook attack and one use of Trim the Wick.
Lantern-Hook. Melee Attack Roll: +11, reach 10 ft. Hit: 17 (2d10 + 6) Piercing damage plus 22 (5d8) Radiant damage.
Trim the Wick. The Lamplighter judges one creature it can see within 60 feet. The target must make a DC 19 Constitution saving throw, taking 54 (12d8) Radiant damage on a failure, or half as much on a success. A creature reduced below half its hit point maximum by this damage is also blinded until the end of its next turn.
Burn Off the Marsh (Recharge 6). Light falls in a 40-foot-radius sphere centred on a point the Lamplighter can see within 120 feet. Each creature there must make a DC 19 Dexterity saving throw, taking 59 (17d6) Radiant damage on a failure, or half as much on a success.

