Kun Mur

Medium celestial, chaotic good

Armor Class 14 (Dexterity)
Hit Points 17 (3d8+3 HD)
Speed 40ft

STR DEX CON INT WIS CHA
10 (+0) 18 (+4) 12 (+1) 12 (+1) 15 (+3) 16 (+2)

Skills Arcana +3
Saving Throws Dexterity +6, Wisdom +5
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, frightened, poisoned
Damage Resistances radiant; bludgeoning, piercing, and slashing from nonmagical attacks
Senses truesight 120 ft., passive Perception 15
Languages All, telepathy, 120 ft.
Challenge: 1 (200 XP)

SPECIAL TRAITS

  • Kun Mur Lamp. The lamp of the Kun Mur is bound to the creature itself. If the creature dies there is a 10% chance that the lamp is extinguished. If not, and one masters it, requiring a DC 30 Intelligence (Arcana) check, the lamp can act as a trap the soul spell for one soul.

ACTIONS

  • Trap the Soul (recharge 6). The Kun Mur targets a single person and opens its lamp, exposing the targeted creature to its full light. The creature must make a DC 15 Charisma save or be bound in the lamp as with a trap the soul spell. Success means the creature is immune to that same Kun Mur’s lamp for 24 hours.

ABOUT

The Empty Light. The Kun Mur are creatures bound to the realms beyond, that serve as both guides and terrors. They are lithe, small fey-like creatures that resemble a young elf-like female. They are often pale in color, matching the nothingness wherein they live, though their skin changes with the environment they pass through. They dress in simple garbs of white or cream-colored linen. In conversation, they seem distracted by other thoughts and are rarely in the moment. They carry a lamp with them always, to aid them in finding souls and snaring the unwary. They possess a stone as well, a simple shard of crystal, they wear as a piece of jewelry.

Rescuers of the lost. The Kun Mur are child-like, innocent of wrongdoing and suffering. They have no understanding of what they do or why, only a driving need to find a soul and attach themselves to it. They dwell in Gehenna for the most part, though wander the other planes from time to time. They are not mindless creatures, but they are incomplete and are forever seeking to make themselves whole. Their one great purpose is to find meaning in life. To this end, they hunt for lost souls who wander the Gray Waste, men, or women, and when they find one, they snare it and bind it. In binding it the stone reveals surface memories, often broken now with the confusion and disorientation of death. These memories are incomplete, fractured, and often several memories bound as one. But the Kun Mur does not know nor understand this and takes the first memory they find and recasting it gives the soul a part of its life they have lost. This memory is always incongruous with reality. It might be sitting in a chair in the wilderness, eating at a table made of books, warming one’s feet before a fireplace filled with flying birds. The Kun Mur has no experience in the world and no reference points and recasts only what it sees. For its part, the snared soul becomes lost in this memory, though it never seems to care, for it is reliving a moment, however odd, that it thought it once knew.

Beckoned by imagery. To summon a Kun Mur to hunt for a soul on the Grey Waste you must bait them with imagery.

Wardens of souls. The Kun Mur do not actively engage in combat, but if hounded or harassed by the living, dead, or demons from Gehenna they will, in a pinch turn and open their lanterns, exposing the enemy to the full power held within. The lamp is a receptacle for souls, filled with creatures that attack the Kun Mur or threaten it. It is for this reason that the demons of Gehenna avoid the Kun Mur and leave the souls they have harvested in peace. If extinguished or lost or in any way broken and the light ruined, any bound soul in the lamp breaks free.

Section 15: Copyright Notice

5th Edition Monsters & Treasure of Airhde, 1st Printing, Copyright 2021, Troll Lord Games; Author Stephen Chenault & Jason Vey

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