Lampad
Lampads protect dark, hidden places underground. Not only do they defend subterranean caverns from threats, they also safeguard well-meaning innocents from…
- AC
- 21
- HP
- 85
- Perc
- +12
- Fort
- +11
- Ref
- +14
- Will
- +12
- STR
- +0
- DEX
- +5
- CON
- +4
- INT
- +2
- WIS
- +3
- CHA
- +5
- earthen fist +14 2d10+2 bludgeoning
- light wisp +14 1d8+2 mental 30 ft
- AC
- 21
- HP
- 85
- STR
- +0
- DEX
- +5
- CON
- +4
- INT
- +2
- WIS
- +3
- CHA
- +5
Lampads protect dark, hidden places underground. Not only do they defend subterranean caverns from threats, they also safeguard well-meaning innocents from dangers that lurk below the surface.
AC 21
Fort +11
Ref +14
Will +12
HP 85
Cavern Dependent A lampad is mystically bonded to a single cavern or other self-contained underground area and must remain within 300 feet of it. If they move beyond that range, they become sickened 1 and are unable to recover. They must attempt a DC 19 Fortitude save every hour or increase their sickened value by 1 (to a maximum of sickened 4). After 24 hours, they become drained 1, with this value increasing by 1 every additional 24 hours. A lampad can perform a 24- hour ritual to bond to a new cavern.