Ability Scores
Core attributes and their modifiers.
Overview
Movement
Senses
Saving Throws
Skills
Languages
Common
Resistances & Immunities
Traits
Jumpy
The spirit lamp can't be surprised and can use a bonus action to take the Disengage action.
Lantern Spirits
Spirits of creatures that died within the lantern's light haunt it. While the lantern is open, these spirits surround the spirit lamp, slowing and attacking all creatures within the lantern's light. A creature that starts its turn within 30 feet of the spirit lamp has its speed halved and must make a DC 15 Wisdom saving throw, taking 10 (3d6) necrotic damage on a failed save, or half as much damage on a successful one. If the spirit lamp dies and the lantern is open, the lantern's spirits continue to harm creatures within 30 feet of it until the lantern is destroyed or closed.
Lantern's Light
As a bonus action, the spirit lamp can open or close its lantern. When open, the lantern sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The spirit lamp can only see objects within the lantern's light and is blind while the lantern is closed. The lantern's light pierces magical and nonmagical darkness and can't be dispelled by magical darkness. If a creature dies in the lantern's light, its spirit is trapped in the lantern.
Spirit Lantern
The spirit lamp's lantern is immune to damage and can't be the target of spells or effects as long as the spirit lamp lives. When the spirit lamp dies, the lantern floats gently to the ground and opens, if it was closed. The lantern has AC 17, 50 hp, and is immune to piercing, poison, and psychic damage. A creature that touches the lantern must succeed on a DC 15 Charisma saving throw or be cursed. A cursed creature is frightened of darkness, can't see anything outside of the lantern's light, and is unable to drop the lantern. The cursed creature will risk its own life to protect the lantern. A creature can repeat the saving throw each day at dawn, lifting the curse and ending the effects on itself on a success. If this occurs, the lantern disintegrates. After three failed saving throws, remove curse or similar magic is required to end the curse.
If the creature remains cursed after 30 days, it is irreversibly changed by the curse, and it becomes the lantern's new spirit lamp. Voluntarily opening the lantern counts as a failed saving throw. If the lantern is destroyed, all captured spirits are put to rest and the cursed bearer, if it has not yet changed into a spirit lamp, is freed of the curse.
Actions
Lantern Beam
+7 to hit, range 60 ft (18.3 m). Hit: 2d10 fire damage.
Ranged Spell Attack: +7 to hit, range 60 ft., one target. Hit: 11 (2d10) fire damage.
Multiattack
The spirit lamp makes three attacks.
Spirit Claw
+7 to hit, reach 5 ft (1.5 m). Hit: 1d6+4 necrotic damage.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) necrotic damage.
About Spirit Lamp
Spirit Lamp is a medium undead with a Challenge Rating of 7. It has a chaotic evil alignment.
In combat, this creature maintains an Armor Class of 17 and possesses 82 hit points (derived from 11d8+33).
Spirit Lamp has communication capabilities including Common. This allows it to interact verbally with various creatures and characters.
GM Tips: Using Spirit Lamp
1 tips available
GM Tips: Using Spirit Lamp
When using Spirit Lamp in your D&D 5e campaign, consider these tactical approaches:
-
Fire Damage Mitigation: This creature deals fire damage. Advise players to have fire resistance ready or use water-based tactics. Consider environmental fire hazards that could backfire on the creature.
Player Guide: Facing Spirit Lamp
1 strategies available
Player Guide: Facing Spirit Lamp
When your party encounters this creature, keep these strategies in mind:
-
Fire Damage Protection: This creature deals fire damage! Get fire resistance from spells like 'Resistance' or potions. Avoid fighting near flammable objects. Water spells can counter fire attacks.
Encounter Building Calculator
Encounter Building Calculator
Standard Party Encounter (4-5 characters):
This creature is a medium encounter for a party of 4 characters of level 7.
Solo Encounter:
A single character of level 10 (up to level 20) can face this creature in a medium to hard encounter.
Experience Point Thresholds:
- Medium: 5,600 XP
- Hard: 8,400 XP
- Deadly: 11,200 XP
Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.
Frequently Asked Questions
Frequently Asked Questions
- What is the challenge rating of Spirit Lamp?
- Spirit Lamp has a Challenge Rating of 7, making it appropriate for parties of level 7.0.
- What type of creature is Spirit Lamp?
- Spirit Lamp is a Medium Undead, which affects how certain spells and abilities interact with it.
- What languages does Spirit Lamp speak?
- Spirit Lamp can communicate in Common.
Related D&D 5e Content
Related D&D 5e Content
Explore more about undead creatures and D&D 5e mechanics:
Related Creatures
Crime Boss
Humanoid · CR 6
Cosmopolitan Alchemist
Humanoid · CR 6
Bulette
Monstrosity · CR 6
Alchemist
Humanoid · CR 6
Assassin
Humanoid · CR 7
Alpha Werewolf
Humanoid · CR 6