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.