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Lightbearer CR: 4

Medium humanoid,
Armor Class: 12
Hit Points: 40 (8d8+4)
Speed: 30 ft , climb: 30 ft

STR

8 -1

DEX

14 +2

CON

20 +5

INT

10 +0

WIS

16 +3

CHA

10 +0

Saving Throws: Con +7, INT +2
Damage Vulnerabilities: Cold
Damage Resistances: Fire
Senses: See Abilities
Languages: Any 3 Languages
Challenge Rating: 4 ( 1100 XP)
Proficiency Bonus: +2

The Lightbearer casts one of the following spells, using Wisdom as the spellcasting ability (Spell Save 13, To Hit +5)

At will: Fire Bolt, Produce Flame, Hellish Rebuke, Alarm

1/day: Fireball, Fire Shield

2/day: Darkness, Scorching Ray

3/day: Misty Step, Cordon of Arrows


Lightbearer.The Lightbearer holds a candle that shine bright even in the darkest of nights. The Lightbearer has a 60ft Radius of bright light around it, and an additional 30ft radius of Dim light.   Searchlight. Any creature that is within the radius of dim light is seen by the Lightbearer unless it is invisible, or otherwise transparent. The Light can be seen through Magical darkness, but does not visibly reveal anything to outside observers.   Extinguished. When the Lightbearer takes cold damage equal to 20, their light goes out and they are blinded until they relight it at the end of their next turn. When activated, the Lightbearer loses his Vulnerability to Cold damage.   Pact Of the Heavenmind. When the Lightbearer reaches 0 hitpoints, it is animated by the will of the Heavenmind and will frenzy in its final moments. The Lightbearer regains its hitpoints and gains access to additional abilities and actions. If the Lightbearer is under the effects of pact of the Heavenmind for one long rest, it will become a zombie.   Fortitude (Frenzy Only). If an attack would reduce the Lightbearer to 0 hit points, it must make a Constitution Saving throw with a DC of 5 + the damage taken unless the damage is from a critical hit. On a success, the Lightbearer drops to 1 hit point instead. The Lightbearer in this state cannot concentrate on any spells.

Actions

Multiattack. The Lightbearer makes one attack, and then uses its Burn Out ability.   Multiattack (Frenzy Only). The Lightbearer makes two attacks and then uses its burnout.   Claw. Melee Weapon Attack: +3 to hit, reach 5ft., One Target. Hit: 5 (1d6+2) Slashing damage.   Claw (Frenzy Only). Melee Weapon Attack: +3 to hit, reach 5ft., One Target. Hit: 5 (1d6+2) Slashing damage plus 12 (2d6+7) Fire Damage.   Burnout. The Lightbearer grows its candle wick suddenly, causing creatures within 90ft to make a DC 14 Constitution saving throw or be blinded until the end of their next turn.

Motivation/Compulsion

Lightbearers live to serve their masters, whether its a Vampric lord or the Heavenmind itself. They work fervently like zealots.

Usual Tactics

Lightbearers typically play defensively, hurling fire magic at targets until they get close, blinding them and then retreating to a safer distance while still keeping them in sight.

Once members of the Ervane noble-class, now transmorgrified by their vampiric hosts and their patron, Lightbearers guard the estates of the Vampiric Upper class. Their body appears torn and annihilated, almost zombie-like, with a cloak once reminiscent of royalty draped over their bodies. In their dominant hand, they hold a candlestick emanating a warm amber light, at the heart of which is a slitted eye. Rather than seeing through their eyes, they can only percieve that which is bathed in their light.   Salvage. When destroyed, the Lightbearer burns up in a violent, radiant light, and it leaves behind 2d8 Gold Coins, and its candlestick, which can be used to cast Fireball or Burning hands once before becoming non-magical.

Suggested Environments

The Lightbearers patrol the grounds of Ervane nobleman, with some of the most important figures having upwards of 20 at any given time.


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