Mr. Lantern
Hit Dice: 5+5
Armor Class: 6[13]
Attacks: 2 claws (1d6)
Saving Throw: 12
Morale: 12
Special: Spirit-bound, false appearance, unnatural body, holy vulnerability, lantern gaze, harvest curse, smoldering reprisal
Move: 12
Alignment: Chaos
Number Encountered: 1
% in Lair: 50
Challenge Level/XP: 8/900
Mr. Lantern resembles a weather-beaten scarecrow or harvest mannequin dressed in ragged clothing, its head formed from an old lantern, gourd, or carved wooden mask. A malignant spirit is bound within its frame, and faint ember-light leaks from its eyes and mouth when it awakens.
Spirit-Bound: Mr. Lantern is treated as both a construct and undead creature whenever that distinction matters. Clerics may turn him as a Type 5 undead. He is immune to poison, sleep, charm, fear, paralysis, and similar effects that depend upon a living body or mind.
False Appearance: While motionless, Mr. Lantern is indistinguishable from an ordinary scarecrow, harvest dummy, or similar figure unless carefully examined.
Unnatural Body: Mundane weapons inflict half damage against Mr. Lantern. Magical weapons inflict full damage.
Holy Vulnerability: Holy water inflicts 2d6 damage against Mr. Lantern. While within a consecrated or strongly sanctified area, he suffers 1d6 damage per round and attacks at –2. If successfully turned by a Cleric, he immediately suffers 1d6 damage.
Lantern Gaze: Once every 1d4 rounds, Mr. Lantern may direct the burning light within his face at one creature within 30 feet. The victim must make a saving throw or be overcome by supernatural terror for 1d6 rounds. While affected, the victim attacks at –2, cannot willingly move closer to Mr. Lantern, and must remain in place or retreat if he advances. A successful save renders the creature immune to Mr. Lantern’s Lantern Gaze for the remainder of the encounter.
Harvest Curse: Once per day, Mr. Lantern may curse one creature within 60 feet. The target must make a saving throw or suffer the curse for 6 rounds. The victim suffers –1 to attack rolls, moves at half normal speed, and glows faintly from the eyes and mouth, making concealment in darkness nearly impossible. Remove curse ends the effect immediately.
Smoldering Reprisal: Whenever Mr. Lantern is struck in melee, there is a 2-in-6 chance that embers burst from his body. The attacker must make a saving throw or suffer 1d4 fire damage. This can occur no more than once per round.
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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