Lampad Queen

Medium fey, chaotic neutral

Armor Class 20 (natural armor)
Hit Points 285 (30d8 + 150)
Speed 30 ft.

14 (+2) 23 (+6) 20 (+5) 16 (+3) 19 (+4) 23 (+6)

Saving Throws Dex +11, Con +10, Wis +9
Skills Acrobatics +11, Deception +11, Perception +9, Stealth +11
Damage Resistances piercing, bludgeoning, and slashing damage from nonmagical weapons
Senses darkvision 60 ft., passive Perception 20
Languages Common, Sylvan, Terran, Undercommon
Challenge 15 (13,000 XP)
Proficiency Bonus +5


  • Aura of Insane Beauty. Creatures that start their turn within 30 feet of the lampad queen and can see her must succeed on a DC 18 Wisdom saving throw or be stunned until the start of their next turn. A creature that succeeds on the saving throw is immune to this effect for 24 hours.
  • Legendary Resistance (3/day). If the lampad queen fails a saving throw, she can choose to succeed instead.



The lampad queen can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature’s turn. The Lampad Queen regains spent legendary actions at the start of her turn.


On initiative count 20 (losing initiative ties), the lampad queen takes a lair action. The lampad queen can’t use the same effect two rounds in a row.

  • Binding Shadows: Shadows in the lair animate and grasp at creatures of the lampad queen’s choice within 60 feet. The targeted creatures must succeed on a DC 18 Dexterity saving throw or be restrained until the start of the lampad queen’s next turn.
  • Veil of Darkness: The lair becomes shrouded in magical darkness. All non-magical light sources are extinguished, and magical light is reduced to dim light within 60 feet of the lampad queen. Creatures without darkvision have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight until initiative count 20 on the next round.
  • Call of the Nymphs: The lampad queen summons 1d4 nymphs to aid her in battle. The nymphs appear within 60 feet of the lampad queen and act immediately after her on initiative count 20. They remain until they are defeated or until the end of the encounter.


Dark and moody cousins to nymphs, lampads sulk along natural caverns and dank tunnels, their weeping cries echoing through the darkness. These creatures are often found carrying light in caverns and dungeons, drawing creatures to them like moths to flame. Though they prefer the darkness, they know that exposing their forms under bright conditions gives them an edge over creatures viewing them. Just as nymphs guard nature’s purest places and dryads protect their sacred trees, lampads watch over the dark places of the world deep underground. They speak to the stone that forms their murky world, and their forlorn cries ring out through the belly of the earth.

Section 15: Copyright Notice

The Dragon’s Hoard #35 © 2023, Legendary Games; Authors Jason Nelson, Darrin Drader, RJ Grady, Thilo Graf, Matt Kimmel, Mike Myler, Margherita Tramontano, Scott D. Young, Drew Zambrotta.

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