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Avatar of the Lantern King

Creature 24 (unique) — fey, fire

Pre-Remaster content. May include legacy alignment.

ShadeWeaverAERIALfeyfire

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; darkvision, truesight 60 feet
Languages aklo, common, fey; telepathy 300 feet; tongues
Skills acrobatics +46, arcana +41, athletics +41, deception +49, diplomacy +42, First World Lore +43, 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) — A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.
Constant Spells — A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.
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
Primal Innate Spells DC 48, attack +40
10th Primal Phenomenon
9th Disjunction, Meteor Swarm
7th Plane Shift, Prismatic Spray (At Will), Sunburst
6th Teleport, True Seeing (Constant)
5th Illusory Scene, Tongues (Constant)
4th Wall of Fire
3rd Fireball
2nd Illusory Creature
1st Illusory Object
Cantrips (10th) Dancing Lights, Light, Produce Flame, Read Aura

WORKS WELL WITH

WeaverAERIALThe Shade's misdirection and Playful Switch combine with the Weaver's area control to strand enemies in hopeless positions.
CrasherAERIALThe Shade's debuffs and luck-draining soften targets the Crasher can then demolish in a single charge.
SniperAERIALThe Shade's Mocking Laughter creates hesitation that gives the Sniper safer windows for aimed attacks.

PUNISHES

✖ attack spam✖ clumping✖ formation✖ fire damage
Another Shade dilutes tactical variety without improving damage output or frontline presence.
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder Kingmaker.

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