Lantern Fey
A D&D homebrew monster type. (very much WIP)
Setting: Blearrow, a Lantern Fey-infested town. They’ve been there for about 8 months. NOTE: aiming for a level 6 party: Pawn encounters should be easy, Knight ones should be moderate-challenging, the final boss Lantern Heart should be deadly but still super possible. Going for tricky puzzle-solving style combat, lots of variables that I will hopefully be able to keep track of.
Appearance: The Lantern Fey appear to be diamond shaped lanterns made from something resembling blue stained glass, with a pulsing light in the centre. When calm, the light is blue: when enraged, the light is red, causing the lanterns to glow purple.
Lantern Pawn: small, approx. 1.5 feet high
Lantern Knight: medium, approx. 4 feet high
Lantern Heart: large, approx. 9 feet high
Small fey/extraplanar, lawful evil
AC 20, or 14 if the attacker is crossing/unfocusing their eyes.
Slam: the Lantern Pawn makes a shove attack, contested strength (athletics) roll. On a success, the target takes 1D6 damage and is pushed back 10 feet.
Ethereal nature: Lantern Pawns exist half on the ethereal plane, and are very hard to spot intentionally if you don’t know what you’re looking for. Perception checks to spot a Lantern Pawn are reversed: roll under a DC of 14 (passive stealth).
This DC can be sidestepped by intentionally crossing one’s eyes or looking out of the corners: the more blurred everything else is, the clearer the Lantern. (disadvantage on checks involving sight if your eyes are blurred: crossing and uncrossing one’s eyes more than once a round may result in a headache)
Pacify: at will, target 1 humanoid, DC 14 charisma saving throw. 1 action casting time. Has the effect of “calm emotions”, making the affected indifferent to everything. Duration 8 hours, or until the affected takes damage.
Call for Backup: as a bonus action, the Lantern Pawn lets out a loud harmonic screech, summoning all Lantern Fey within 120 feet. This sound travels independent of air, passing through walls and ground.
Phase: The Lantern Fey can phase through objects and structures at a speed of 5 feet per round. When inside an object, the Lantern has full cover, and has 3/4 cover on its way in and out.
Enthrall: the Lantern Pawn acts as a relay in a grid network of Lantern Fey. Every 8 hours, all entities within 120 feet of a Lantern must make a wisdom saving throw (DC 12) or take a point of Enthrallment. Enthrallment stacks like Exhaustion, with 3 levels, that have effect for as long as the individual is within 120 feet of a Lantern:
- individuals feel like they’re moving in slow motion. -5 to initiative.
- individuals feel unmotivated, like they can’t make themselves do anything. Disadvantage on all rolls. Individuals can see the Lantern Pawns without making an effort, but can’t bring themselves to care.
- individuals can perform simple, routine tasks, and go about daily business. They are considered completely charmed by the Lantern Fey, and won’t defend themselves or notice anything out of the ordinary. And they smile continuously. They pass as Normal Cheerful Townsfolk in small numbers, but as a whole or with a decent insight the affect is…. unsettling.
One point of enthrallment can be removed by lesser or greater restoration, by taking a short or long rest outside the influence of a Lantern, or by stepping into ground covered by a Hallow spell. It is a charm effect.
Behaviour: the Lantern Pawns are relays and watchdogs for the Lantern Fey. They cover the entire township of Blearrow in a grid, 90 feet apart, at about 12 feet above the ground. They’re fast little buggers, but fragile, and also pretty dumb: if anyone shows signs of not being Enraptured (AKA moving too quickly or not smiling), they’ll drop down to them and use Pacify until they act Enraptured. They are easily fooled.
Medium fey/extraplanar, lawful evil
Slam: the Lantern Knight makes a shove attack, contested strength (athletics) roll. On a success, the target takes 2D6 damage and is pushed back 10 feet.
Ethereal nature: Lantern Pawns exist half on the ethereal plane, and are very hard to spot intentionally if you don’t know what you’re looking for. Perception checks to spot a Lantern Pawn are reversed: roll under a DC of 14 (passive stealth).
This DC can be sidestepped by intentionally crossing one’s eyes or looking out of the corners: the more blurred everything else is, the clearer the Lantern. (disadvantage on checks involving sight if your eyes are blurred: crossing and uncrossing one’s eyes more than once a round may result in a headache)
Pacify: at will, target 1 humanoid, DC 16 charisma saving throw. 1 action casting time. Has the effect of “calm emotions”, making the affected indifferent to everything. Duration 8 hours, or until the affected takes damage.
The Lantern Knight casts “Synaptic Static” at 5th level. Range 120, 20f sphere, INT save 16.
“You choose a point within range and cause psychic energy to explode there. Each creature in a 20-foot-radius sphere centered on that point must make an Intelligence saving throw. A creature with an Intelligence score of 2 or lower can’t be affected by this spell. A target takes 8d6 psychic damage on a failed save, or half as much damage on a successful one.
After a failed save, a target has muddled thoughts for 1 minute. During that time, it rolls a d6 and subtracts the number rolled from all its attack rolls and ability checks, as well as its Constitution saving throws to maintain concentration. The target can make an Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success.”
Roll 1d6 every round, recharges on a 6
Puppeteer: as a bonus action, pale iridescent blue-purple tendrils emit from the Lantern Knight like beams of light, passing into a humanoid. Make a con save (DC 16): on a failure, the individual is possessed by the Lantern Knight. The Lantern floats above it, and has its own turn: however, it can only move or stop puppeteering as an action. The effect ends when the Lantern Knight takes damage, or moves more than 30 feet away from the individual. It is unaffected by damaging the individual: however, if the puppeteer individual goes unconscious or dies while being puppeted, the Lantern Knight is stunned for one round.
Phase: The Lantern Fey can phase through objects and structures at a speed of 5 feet per round. When inside an object, the Lantern has full cover, and has 3/4 cover on its way in and out.
Enthrall: the Lantern Knight acts as a relay in a grid network of Lantern Fey. Every 8 hours, all entities within 120 feet of a Lantern must make a wisdom saving throw (DC 12) or take a point of Enthrallment. Enthrallment stacks like Exhaustion, with 3 levels, that have effect for as long as the individual is within 120 feet of a Lantern:
- individuals feel like they’re moving in slow motion. -5 to initiative.
- individuals feel unmotivated, like they can’t make themselves do anything. Disadvantage on all rolls. Individuals can see the Lantern Pawns without making an effort, but don’t see it as anything of interest.
- individuals can perform simple, routine tasks, and go about daily business. They are considered completely charmed by the Lantern Fey, and won’t defend themselves or notice anything out of the ordinary. And they smile continuously. They pass as Normal Cheerful Townsfolk in small numbers, but as a whole or with a decent insight the affect is…. unsettling.
One point of enthrallment can be removed by lesser or greater restoration, by taking a short or long rest outside the influence of a Lantern, or by stepping into ground covered by a Hallow spell. It is a charm effect.
The Lantern Knight is the guard/enforcer of the Lantern Fey. They patrol the town and guard the Fort: as a default, they are all puppeteering an enthralled level 1 human fighter, from the town guard. (actions: crossbow +5, 1d6+3, longsword +5, 1d6+3, AC 15, HP 14). If the puppeteering is broken, the human will fall out of combat due to the enthrallment.
When protecting the Lantern Heart, the Knight gives up on pacifying aggressors and just goes for the offensive.
Large fey/extraplanar, lawful evil
Senses: darkvision, blindsight 30feet
Summon: As an action, the Lantern Heart creates two crystal diamonds (range 90 feet, HP 5). After one round, they warp into Lantern Knights.
Protectors: the Lantern Heart is guarded by all present Pawns and Knights, physically preventing attackers from nearing it.
Enthrall: the Lantern Heart is the source in the grid network of Lantern Fey. If it is killed, the entire network shatters, and the Lanterns are banished to the ethereal plane.
Lair: Immobile and non-responsive, the Liege lord sits in his throne, crusted in fractal crystal, Purple-blue-red iridescent tendrils of congealed light dig into the walls, shifting and warping the stone where they hit. The walls are shrouded with fractal crystal, jutting out into the middle of the room, connecting the floor to the walls to the ceiling. In the air, fragmented flashes of blue and purple indicate the presence of other Lanterns, waiting to defend their leader. And above it all the Lantern Heart floats, connected to the walls by oddly-organic veins of light.
(also, since this place is halfway extraplanar, lantern pawns and knights are completely visible.)
Lair actions: (one per round, at the 20 count)
Crystal Spear: sharp spears of crystal jut out of the walls, floor, and ceiling. DC 16 Dex save, 4D6 damage, half damage on a success.
Shift gravity: gravity shifts at a right angle, causing a wall to become the new “down”. At the beginning of each turn, non-flying creatures must make a dex save (DC 10) to hold onto something: on a fail, they fall 30 feet towards the new floor, taking up to 6D6 damage (bc the room is 60x60x60, but also full of criss-crossing crystal webs to grab onto)
PLACEHOLDER something something something should go here