Friday, October 31, 2025

Mr. Lantern, The Malevolent Jack o' Lantern.

 

Mr. Lantern
Medium Construct (Spirit-Possessed), Chaotic Evil

Armor Class 13 (natural armor)
Hit Points 52 (8d8 + 16)
Speed 30 ft.

Attributes
STR: 14 (+2)
DEX: 14 (+2)
CON: 15 (+2)
INT: 12 (+1)
WIS: 12 ( +1)
CHA: 16 (+3)

Saving Throws Wis +3, Cha +5
Skills Deception +5, Intimidation +5, Stealth +4
Damage Vulnerabilities Radiance
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned, unconscious
Senses darkvision 60 ft., passive Perception 11
Languages Understands Common and Sylvan but speaks only in sinister whispers
Challenge 3 (700 XP) • PB +2

TRAITS
Spirit-Bound Construct
Mr. Lantern is a construct animated by a bound malevolent spirit.
He counts as both a construct and undead for the purpose of:
  • Turn Undead
  • Consecration effects
  • Detect Evil & Good
  • Protection from Evil and Good

False Appearance
While motionless, Mr. Lantern is indistinguishable from an ordinary scarecrow or harvest mannequin dressed in old clothes.

Vulnerability

If Mr. Lantern starts his turn in an area affected by consecration, holy water, or Turn Undead, he takes 7 (2d6) radiant damage and has disadvantage on attack rolls until the end of the turn.

ACTIONS
Multiattack
Mr. Lantern makes two claw attacks.

Claw
Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 8 (2d6 + 1) slashing damage.

Lantern-Gaze (Recharge 5–6)
Mr. Lantern targets one creature it can see within 30 feet.
The target must make a DC 13 Wisdom saving throw. 

On a failed save: The creature is frightened for 1 minute, and While frightened, it is restrained by supernatural fear, unable to willingly move closer. The creature may repeat the save at the end of each of its turns, ending the effect on a success.

On a successful save: The creature is immune to Mr. Lantern’s Lantern-Gaze for 24 hours.

Harvest Curse (1/Day)
Mr. Lantern points at a creature he can see within 60 feet.
The target must succeed on a DC 13 Charisma saving throw or be cursed for 1 minute.

While cursed: The creature has disadvantage on attack rolls, Its speed is reduced by 10 feet, and It emits faint ember-glow from the eyes and mouth, as though “marked” by Mr. Lantern. The creature may repeat the save at the end of its turns.

REACTIONS
Smoldering Reprisal

When a creature within 5 feet hits Mr. Lantern with a melee attack, he may emit a burst of ember sparks. The attacker must succeed on a DC 13 Dex save or take 5 (2d4) fire damage.

Notes 

  • Mr. Lantern is a powerful fiend from the nether world that takes the form of a bipedal humanoid with a jack-o-lantern for a head and an ominous laugh. In addition to his natural combat abilities and his slam, Mr. Lantern has enough will to utilize any weapon it can find along with the ability to breathe cones of flame from its menacing smile.
  • Possesses a natural fear gaze. Adventurers who are able to feel fear entering in the aura of Mr. Lantern must make a Save or become frightened.
  •  Does have a weakness, the one thing that will keep Mr. Lantern at bay (and makes him a little fearful). The power of radiance and holy damage. Mr. Lantern will not cross into consecrated zones and can be driven back with a Turn Undead from a Cleric that is level 10 or higher.

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