Lamp of the Last Moth
Armor Class 15 (natural armor)
Hit Points 68 (8d8+32)
Speed 25 ft.
Saving Throws Con +6, Wis +3
Skills Insight +5, Perception +3
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities fire, poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
Senses darkvision 120 ft., passive Perception 13
Languages Common
Challenge 4 (1,100 XP) Proficiency Bonus +2
Actions
Bonus Actions
Reactions
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Come closer, dear traveler. I have warmth to spare, and only one fair price to ask. โ Mercywick, last lamp on Lantern Row
Lore & Description
Appearance
This wrought-iron street lamp stands nearly eight feet tall, its crooked post rooted in a heavy stone base. Its glass chamber glows with a honey-gold flame around a single silver-winged moth, whose delicate shadows flutter constantly across the surrounding walls. The lamp's metal is black with age except where its possessive fire has polished it to a dark, oily sheen. A bent iron hook resembles a protective arm around the glass, while its post twists like a neck leaning close to hear a whispered confession.
Behavior & Origins
The lamp was once called Mercywick by the lamplighter who tended it on Lantern Row. One winter night, a moth with pearl-colored wings flew into its flame and survived, and the two became inseparable. Now Mercywick wanders the streets seeking a place where its beloved moth can live safely, burning anyone who approaches without first negotiating honestly. It is currently searching for the vanished lamplighter's daughter, Elira Voss, who promised to build the moth a garden of night-blooming flowers beneath the old clocktower. The lamp believes Elira broke their bargain, but it has never learned that she was taken into the sewers by thieves.
Running Lamp of the Last Moth
Tactics
Mercywick opens with Honest Bargain against the most approachable creature, speaking calmly while its Jealous Flame remains suppressed. If refused or attacked, it uses Mothlit Flare to catch clustered enemies, then advances on the creature that rejected its offer with two Scalding Pole attacks. When badly damaged, it retreats toward the moth's hiding place or uses Protective Glow to punish anyone threatening the glass; it fights to the death if the moth is endangered, but otherwise flees once reduced below 15 hit points.
DM Tips
- Telegraph the danger with scorched footprints, melted coins, and moths circling a seemingly harmless pool of lamplight before Mercywick speaks.
- Play Mercywick as heartbreakingly sincere rather than cackling: it pauses after every sentence, listens carefully to answers, and becomes cold only when someone lies.
- Treat an honest bargain as a short, concrete side quest or immediate complication; avoid accepting vague promises that have no meaningful cost or way to resolve.
- For a weaker party, reduce Mothlit Flare to 4d6 damage and remove the nonmagical weapon resistance; for a stronger party, let Mercywick make a third Scalding Pole attack while its moth is threatened.
Loot
- Pearl-Wing Moth Cocoon — A warm silver cocoon hidden beneath the lamp's glass. If planted near night-blooming flowers, it hatches into a moth that can carry whispered messages over a mile.
- Mercywick's Brass Wick-Key — An ornate key fused from the lamp's inner mechanism. It opens the locked maintenance chamber beneath the old clocktower, where Elira Voss may still be held.
- Bargain-Soot Inscription — A strip of blackened metal bearing one unfinished promise in Common. Speaking the promise aloud causes the nearest unattended street lamp to illuminate for one minute.