Avatar of the Lantern King
Creature 24 (unique) — fey, fire
Pre-Remaster content. May include legacy alignment.
The Lantern King is one of the Eldest-a pantheon of demigods whose rule over the First World is one of capriciousness that can be at times playful, enigmatic, bizarre, or even downright mean. For the most part, the Lantern King's plots and shenanigans tilt toward the cruel, and while he's long been a master at riding the proverbial razor's edge between mischief and outright sadism (if only by conserving his cruelest plans for those who invite that cruelty by being cruel themselves, as in the cas
Source: kingmaker-bestiary (Pre-Remaster)
Perception +39
Skills acrobatics +46, arcana +41, athletics +41, deception +49, diplomacy +42, intimidation +46, nature +46, occultism +41, religion +41, society +39, stealth +42, thievery +42
Str
+9
Dex
+12
Con
+7
Int
+9
Wis
+7
Cha
+12
AC 54
Fort +36
Ref +39
Will +41
HP 500
Immunities bleed, blinded, controlled, dazzled, death-effects, doomed, fire, sleep, unconscious
Resistances physical (except cold-iron) 20
Weaknesses cold 25, cold-iron 20
Speed 0 feet, fly 60 feet
Abilities
Telepathy 300 feet (aura, magical) — Telepathy
Constant Spells — Constant Spells
Attack of Opportunity — Attack Of Opportunity
Fortune's Friend (fortune, primal) —
Lantern King's Glow (aura, light, primal) — 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). The Lantern King can suppress or activate this aura as a free action.
Mocking Laughter (aura, emotion, incapacitation, mental, primal) — 30 feet. Whenever a creature misses the Lantern King with an attack or fails a skill check or saving throw, the creature is overtaken by overwhelming mirth at its mistake, as Laughing Fit (DC 45 Will save). The creature is thereafter temporarily immune to mocking laughter for 1 hour.
Reactive — The Lantern King gains an additional reaction at the start of his turn, but he can use this additional reaction only to take a reaction he hasn't already taken since the end of his previous turn.
Adjust Temperature (primal) — The Lantern King adjusts the temperature of his flames. He shifts from orange to blue, and his Strikes inflict cold damage until he takes this action again to switch back to fire damage.
Blindness — A creature damaged by the Lantern King's blinding beam Strike must make a DC 48 Fortitude save. If the Strike was a critical hit, the save's result is worsened one degree.
**Critical Success** The creature is unaffected by blindness.
**Success** The creature is Dazzled for 1 round.
**Failure** The creature is Blinded for 1 minute. At the end of each of its turns, the creature can attempt a DC 48 Fortitude save to end this blindness early.
**Critical Failure** The creature is blinded permanently.
Change Shape (concentrate, polymorph, primal) — The Lantern King can take on the appearance of any fey or humanoid, but he typically does so only to trick and confuse creatures. He loses his searing rune and blinding beam Strikes, but he gains a melee fist Strike that inflicts 4d8 + 19 bludgeoning damage.
Drain Luck (curse, mental, misfortune, primal) — When the Lantern King damages a creature with his searing rune Strike, he drains the creature's luck. The creature must succeed at a DC 48 Will save or gain a -1 status penalty to all checks; it is then temporarily immune to Drain Luck for 1 round. Further damage dealt by the Lantern King's searing rune Strikes increases the status penalty by 1 on a failed save to a maximum status penalty of -4. This status penalty is reduced by one every time the affected creature achieves a critical success on a die roll against a creature that is at least equal to them in level, but otherwise is permanent until removed.
Playful Switch (primal, teleportation) — The Lantern King targets two creatures within 60 feet, causing each to become surrounded by glowing runes. The Lantern King attempts a single Thievery check against each target's Reflex DC. The Lantern King can't use Playful Switch again for 1 round.
**Critical Success** If the Thievery check achieves a critical success against both targets, they swap places and are both Stunned 1. Each creature must be able to fit into their new spaces or the effect fails.
**Success** If the Thievery check achieves a success against both targets (or a critical success on one and a success on another), the two targets swap places. Each creature must be able to fit into their new spaces or the effect fails.
**Failure** If the Thievery check fails against either target, neither target is affected.
**Critical Failure** As failure, but both creatures are temporarily immune to Playful Switch for 24 hours.
Prismatic Burst —
Spells
Primal Phenomenon (rank 10)
Disjunction (rank 9)
Fantastic Facade (rank 9)
Meteor Swarm (rank 9)
Control Weather (rank 8)
Create Demiplane (rank 8)
Freedom (rank 8)
Plane Shift (rank 7)
Prismatic Spray (At Will) (rank 7)
Sunburst (rank 7)
Commune with Nature (rank 6)
Primal Call (rank 6)
Teleport (rank 6)
True Seeing (Constant) (rank 6)
Illusory Scene (rank 5)
Tongues (Constant) (rank 5)
Wall of Fire (rank 4)
Fireball (rank 3)
Geas (rank 3)
Illusory Creature (rank 2)
Dancing Lights (rank 1)
Illusory Object (rank 1)
Light (rank 1)
Produce Flame (rank 1)
Read Aura (rank 1)
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