The Lightless
Medium fiend, neutral evil
It arrives after a tower fails, never before, and it does not appear to have caused the failure — the order's own records treat it as a scavenger. It puts out anything still burning within a mile, working inward, methodically, and it is entirely willing to wait out a party that has torches left.
Armor Class 17 (natural armor)
Hit Points 97 (13d8 + 39)
Speed 40 ft., fly 40 ft.
- STR
- 15 (+2)
- DEX
- 19 (+4)
- CON
- 16 (+3)
- INT
- 14 (+2)
- WIS
- 15 (+2)
- CHA
- 18 (+4)
Saving Throws Cha +8, Dex +8
Skills Stealth +12, Perception +6
Damage Vulnerabilities radiant
Damage Resistances cold, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities charmed, frightened, poisoned
Senses truesight 60 ft., darkvision 120 ft., passive Perception 16
Languages Abyssal, Common, telepathy 120 ft.
Challenge 9
Traits
Snuffing Presence. Nonmagical light sources within 30 feet of the Lightless go out. A magical light of 3rd level or lower is suppressed while in that radius and returns when the radius leaves it.
Waits Out the Wick. The Lightless has advantage on attack rolls against a creature that cannot see it, and it can take the Hide action as a bonus action while in dim light or darkness.
Actions
Multiattack. The Lightless makes three claw attacks.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 10 (3d6) necrotic damage.
Extinguish (Recharge 5–6). The Lightless draws in every flame it can reach. Each creature in a 30-foot cone must make a DC 15 Constitution saving throw, taking 21 (6d6) necrotic damage on a failure, or half as much on a success. A creature that fails also has its hit point maximum reduced by the damage taken until it finishes a long rest.





