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Creatures

Name Lantern

A hovering ritual lantern that steals names and lures victims toward dark water.

Creature profile

Type Small construct, unaligned
Armor Class 14 (bone frame)
Hit Points 22 (5d6 + 5)
Speed 0 ft., fly 40 ft. (hover)
Ability Scores STR 4 (-3), DEX 16 (+3), CON 12 (+1), INT 6 (-2), WIS 14 (+2), CHA 13 (+1)
Saves and Skills Stealth +5; immune to poison and psychic damage
Senses darkvision 60 ft., passive Perception 12
Languages understands Common but speaks only stolen names
Challenge 1 (200 XP)

Traits

False Light. While motionless, it resembles an ordinary lantern. Smotherable. An adjacent creature can use an action and succeed on DC 13 Sleight of Hand to cover it, disabling its light and reactions for one round.

Actions

Searing Wick. Ranged Spell Attack: +5 to hit, range 60 ft.; 8 (2d4 + 3) fire. Whispering Flame. One creature within 30 feet makes a DC 13 Wisdom save or uses its reaction to move 15 feet toward the lantern.

Tactics and roleplaying

A lantern isolates one named target and flees from groups. It becomes inert if the target’s name is read from an honest memorial or if reduced to 5 hit points and covered.

Game Master guidance

This entry is complete for table use. Apply the listed defenses, actions, and encounter behavior directly. If the creature is used outside its original adventure, preserve its surrender trigger and primary motivation so a social solution remains as usable as combat.

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