THE SHARED REFERENCE Adventurer

Monster

Lampad

Outside your table’s allowed sources

Official reference · MOT · 2014

Creature type
Fey
Size
Medium
Armor class
15 (natural armor)
Hit points
52 (8d8 + 16)
Speed
Walk 30 ft.
Challenge rating
3
Alignment
Neutral Evil
Strength
12
Dexterity
13
Constitution
14
Intelligence
11
Wisdom
12
Charisma
18
Passive Perception
11
Skills
deception: +6; intimidation: +6
Languages
Common, Sylvan
Resistances
necrotic
Immunities
poison
Condition Immunities
charmed, frightened, poisoned

Traits

Corpse Stride

Once on its turn, the lampad can use 10 feet of its movement to step magically into one creature's corpse within its reach and emerge from a second creature's corpse within 60 feet of the first corpse, appearing in an unoccupied space within 5 feet of the second corpse. Both corpses must be Medium or bigger.

Magic Resistance

The lampad has advantage on saving throws against spells and other magical effects.

Actions

Multiattack

The lampad attacks twice with its necrotic touch or chill touch.

Necrotic Touch

Melee Spell Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) necrotic damage.

Chill Touch (Cantrip)

Ranged Spell Attack: +6 to hit, range 120 ft., one creature. Hit: 9 (2d8) necrotic damage, and the target can't regain hit points until the start of the lampad's next turn. If the target is undead, it has disadvantage on attack rolls against the lampad until the end of the lampad's next turn.

Innate Spellcasting

The lampad's spellcasting ability is Charisma (+6 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: chill touch (see "Actions" below), gentle repose

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