Lantern Goat

Medium undead, chaotic evil

Armor Class 15 (natural armor)
Hit Points 105 (14d8+42)
Speed 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 18 (+4) 16 (+3) 6 (-2) 10 (+0) 17 (+3)

Saves Cha +6, Dex +7
Skills Acrobatics +7, Perception +3, Stealth +7
Damage Immunities necrotic, poison
Condition Immunities charmed, frightened, paralyzed, poisoned, unconscious
Senses darkvision 60 ft., passive Perception 13
Languages none
Challenge 6 (2,300 XP)

SPECIAL TRAITS

  • Lifesense. A lantern goat notices and locates living creatures within 60 feet.
  • Soul Capture. Any living creature reduced to 0 Hit Points while within 60 feet of a lantern goat must succeed on a DC 14 Charisma saving throw or have its soul drawn into the lantern goat’s lantern. Once captured, the lantern goat slowly digests the creature’s soul over a period of 1 hour, using it to fuel its dark energies. This does not kill the creature until the soul is fully digested. A creature slain in this manner can only be returned to life by a resurrection, true resurrection, or wish spell. If the lantern goat is slain and the lantern destroyed, the soul is released back to the body if still living. The lantern cannot be destroyed or removed until the lantern goat is destroyed.

ACTIONS

  • Multiattack. The lantern goat makes one headbutt attack and two hoof attacks.
  • Headbutt. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) bludgeoning damage.
  • Hoof. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) slashing damage.

BONUS ACTIONS

  • Fear Light. A lantern goat can emit an ugly yellow light from the lantern around its neck. All creatures within 60 feet that view this light must succeed a DC 14 Wisdom saving throw or become frightened and stunned for 1 minute. An affected creature can repeat this saving throw at the end of each of its turns in order to break free of these effects. A creature that cannot see the light is immune to this ability.

ABOUT

Lantern goats are undead wanderers thought to be the coalescence of souls of people who died while lost in the wilderness. Just as normal goats sometimes drift from the goatherd’s care and fall prey to the dangers of the wild, so too do humanoids often meet with a dire end while trekking alone in the hills.

Whether they die of exposure or become a predator’s meal, these lost travelers usually journey in spirit form to the afterlife.

Some, however, if they perish too close to a lantern goat, find their souls drawn into the fell receptacle the creature wears around its neck.

How the lantern goat behaves in combat depends upon the number of adversaries it faces. Normally the goat preys on lone travelers, attacking them with its stony hooves and horns. If it encounters a group, the lantern goat emits a fear light from its lantern, intending to panic everyone in range and then pick them off individually.

Soul Lamp. The scarred and battered lantern that depends from the goat’s neck serves to channel souls into the creature itself. As the goat moves through the hills, its lantern casts a sickening yellow glow that attracts the souls of the recently deceased. Lantern goats roam low mountains and foothills, damned to patrol the mortal realm in search of those who die alone.

Section 15: Copyright Notice

Faerie Bestiary (5E) © 2022, Legendary Games; Authors Matt Kimmel, Michael “solomani” Mifsud, Miguel Colon, Robert J. Grady, Jason Nelson, Jeff Ibach, Tim Hitchcock.

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