D&D 5e · Monster

The Lamplighter

Shared by Austin Zurfluh

What is The Lamplighter?

A drowned lamplighter whose green lantern leads travellers off the moor road and into the bog. CR 5 undead.

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Art for The Lamplighter

The Lamplighter

Monster

At a glance

What it is: A drowned lamplighter who still walks the causeways of the moor at dusk, lighting green lanterns that lead travellers off the path and into the bog.

Where it's found: Sunken causeways, bog edges, and any marsh where the old lantern posts still stand.

What it wants: To bring every traveller home. It no longer knows where home is, so it leads them to the place it drowned.

Challenge: 5. A hard fight for four characters of 4th or 5th level.

Read aloud

Out on the moor a light is moving. It sways the way a lantern sways when someone carries it, slow and patient, and it stops when you stop. Closer, you see a figure in a long oilskin coat, bog water running from its sleeves, holding up a lantern that burns green. It lifts the lantern toward you, as if to say: this way. The ground under the light looks firm. It is very still, and very black.

How to run it

The Lamplighter never attacks first. It lights the way and waits. Anyone who follows its lantern walks into the bog, so let the party feel the pull before the fight starts: a Wisdom save at the edge of the light, and the path ahead looks safe.

Once blood is drawn, it fights from the water's edge. It snuffs its lantern to vanish, then relights it somewhere new. Keep moving the light, and keep the party guessing where it will be next.

How to beat it

Take the lantern. The lantern is the Lamplighter's heart. It has AC 15 and 20 hit points. Smash it, or douse it in running water, and the Lamplighter can't use Beckoning Light again.

Light it home. Its grave marker still stands at the end of the old causeway. Carry a lit torch there and it follows, and once it reaches the marker it lays down its lantern and rests for good.

Stay off the wet ground. It can't leave the bog. Firm ground and running water are safe.

The Lamplighter stat block

D&D 5e · CR 5

Armor Class
14
Hit Points
82
Challenge
5
Proficiency bonus
+3
Passive Perception
15
Ability modifiers
STRDEXCONINTWISCHA
14 (+2)16 (+3)16 (+3)10 (+0)14 (+2)13 (+1)

Saving throws WIS +5

Skills Stealth +9, Perception +5

Speed 30 ft., swim 30 ft.

Damage resistances cold, poison, necrotic

Senses darkvision 60 ft.

Languages Common

Traits

Beckoning Light. Any creature that starts its turn within 30 feet of the Lamplighter's lit lantern and can see it must succeed on a DC 14 Wisdom saving throw or be charmed until the start of its next turn. While charmed this way, the creature is drawn toward the lantern and treats the bog around it as firm ground. A creature that succeeds on the save is immune to this effect for 24 hours.

Snuff and Relight. As a bonus action, the Lamplighter can snuff its lantern, turning invisible until the start of its next turn, or relight it, ending the invisibility. Relighting the lantern does not require the Lamplighter to be visible.

Lantern Heart. The lantern is the Lamplighter's heart. It has AC 15 and 20 hit points. If the lantern is destroyed or doused in running water, the Lamplighter can't use Beckoning Light or Snuff and Relight, and it takes 10 (3d6) radiant damage at the start of each of its turns.

Bogbound. The Lamplighter can't leave the bog. It has disadvantage on attack rolls and ability checks while on firm ground or in running water.

Attacks

Lantern Hook. Melee attack, +5 to hit, 1d8+3 bludgeoning damage.

Drowning Grasp. Melee attack, +5 to hit, 2d6+3 cold damage.

Actions

Multiattack. The Lamplighter makes two Lantern Hook attacks or one Lantern Hook attack and one Drowning Grasp attack.

Drowning Grasp. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 10 (2d6+3) cold damage, and the target is grappled (escape DC 14). Until the grapple ends, the target is restrained, is pulled under the bog water, and can't breathe, and the Lamplighter can't use Drowning Grasp on another target.

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