Skull Lantern

Creature Codex (3pp) p. 343

Size
Tiny
Type
undead
Alignment
unaligned
AC
13
Hit Points
14 (4d4+4)
Speed
walk 0 ft., fly 30 ft.
Saving Throws
Dex +5
Immunities
poison
Condition Immunities
charmed, exhaustion, frightened, paralyzed, poisoned, prone, unconscious
Passive Perception
8
Challenge
1/4
STR
1
−5
DEX
16
+3
CON
12
+1
INT
3
−4
WIS
6
−2
CHA
5
−3

Traits

Flare

When immersed in magical darkness, a skull lantern emits a brilliant flash of light powerful enough to dispel magical darkness in a 30-foot-radius sphere centered on itself, illuminating the area with bright light for 1d4 rounds.

Afterwards, the light winks out and the skull falls to the ground, inert. In one week, the skull lantern has a 50% chance of becoming active again, though failure to do so means it will never reanimate.

Illumination

The skull lantern sheds bright light in a 20-foot-radius and dim light for an additional 20 feet.

Undead Fortitude

If damage reduces the skull to 0 hp, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the skull drops to 1 hp instead.

Actions

Bite

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

Fire Beam (Recharge 6)

The skull lantern opens its mouth, releasing a searing beam of light in a 15-foot line that is 5 feet wide. Each creature in that line must make a DC 13 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one.

recharge

D6

Other data

description