Avatar of the Lantern King
A laughing avatar of chaos treats every battle as a punchline only he finds funny, and fortune bends to keep his own luck running.
A laughing avatar of chaos and cruel comedy, the Lantern King wears the world like a stage and treats every fight as the punchline to a joke only he finds funny. Light blazes off him in a mocking halo, and fortune itself seems to bend to keep the prank running.
In play
Fortune's Friend (divination, fortune, primal) Trigger The Lantern King fails or critically fails a saving throw. Effect The result of the saving throw is improved one degree. The Lantern King can't Fortune's Friend for 1d4 rounds.
Lantern King's Glow (aura, evocation, light, primal) 120 feet. The Lantern King illuminates his aura with bright light. At the start of his turn, this aura attempts to counteract any ongoing darkness effect in the aura (counteract check +44).
Level 24
Perception +39 · Senses darkvision, _true seeing_ · Languages Aklo, Common, Sylvan; telepathy 300 feet, _tongues_ · Skills Acrobatics +46, Arcana +41, Athletics +41, Deception +49, Diplomacy +42, First World Lore +43, Intimidation +46, Nature +46, Occultism +41, Religion +41, Society +39, Stealth +42, Thievery +42
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| +9 | +12 | +7 | +9 | +7 | +12 |
| AC | Fort | Ref | Will |
|---|---|---|---|
| 54 | +36 | +39 | +41 |
HP 500 · Immunities bleed, blinded, controlled, dazzled, death effects, doomed, fire, sleep, unconscious · Resistances physical 20 (except cold iron) · Weaknesses cold iron 20, cold 25
Speed fly 60 feet
Actions
- Melee Searing rune [Single Action] +44 (reach 20 ft, Agile, Finesse, Fire, Magical), Damage 4d6+24 bludgeoning plus 4d6 fire
- Ranged Blinding beam [Single Action] +44 (range 100 ft, Fire, Magical, Mental), Damage 4d8+19 fire