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The Last Lamplighter

Large celestial, lawful neutral

AC
19
HP
218
Speed
40
CR
16

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.

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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