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The Last Lightkeeper

Medium Undead (incorporeal), Neutral


Armor Class 14 (stiffened oilskin)

Hit Points 52 (8d8+16)

Speed 30 ft. climb 30 ft.

STR 12 (+1)
DEX 14 (+2)
CON 14 (+2)
INT 10 (+0)
WIS 15 (+2)
CHA 13 (+1)

Saving Throws Wis +4

Skills Survival +4, Perception +4

Damage Resistances cold; necrotic; bludgeoning from nonmagical attacks; piercing from nonmagical attacks; slashing from nonmagical attacks

Damage Immunities poison

Condition Immunities exhaustion, poisoned

Senses darkvision 60 ft., passive Perception 14

Languages Common

Challenge 3 (700 XP) Proficiency Bonus +2


Coat Without a Keeper. The lightkeeper is a haunted oilskin coat, trousers, boots, and cap with no body inside. It can move through creatures and objects as if they were difficult terrain. If it ends its turn inside an object, it takes 5 force damage and is shunted to the nearest unoccupied space.
Stormbound Vigil. While outdoors during rain, wind, or a storm, the lightkeeper has advantage on Wisdom (Perception) checks and cannot be surprised. It knows the location of every open flame and every creature carrying a light within 120 feet.
The Empty Post. The lightkeeper cannot willingly move more than 1 mile from the cliff path or lighthouse it guards. It has advantage on saving throws against being turned while within that area.

Actions

Multiattack. The lightkeeper makes two Salt-Stiffened Sleeve attacks.
Salt-Stiffened Sleeve. Melee weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) bludgeoning damage, plus 3 (1d6) cold damage. The target must succeed on a DC 12 Strength saving throw or be pulled up to 10 feet toward the nearest visible light.
Lantern of the Drowned Watch (Recharge 5-6). The lightkeeper swings a rusted lantern, releasing a cone of corpse-blue radiance 15 feet long. Each creature in the cone must make a DC 12 Wisdom saving throw. On a failed save, a creature takes 10 (3d6) necrotic damage and is frightened until the end of its next turn. On a successful save, it takes half as much damage and isn't frightened. A creature frightened in this way is compelled to use its movement, on its next turn, to move toward the nearest source of light by the safest available route.
Mark the Safe Passage. The lightkeeper points to a creature it can see within 30 feet and marks it with a dim red glow until the end of the lightkeeper's next turn. The next attack against the marked creature has advantage, and the creature cannot benefit from invisibility. Alternatively, the lightkeeper can mark an unattended object or a 5-foot space, causing it to glow dimly for 1 minute.

Bonus Actions

Keeper's Step. The lightkeeper teleports to an unoccupied space within 20 feet that it can see, provided that space is in dim light, darkness, rain, or mist.

Reactions

Turn the Lens. When a creature the lightkeeper can see within 30 feet targets it with an attack, the lightkeeper imposes disadvantage on the attack roll if the attacker is illuminated by a flame, lantern, or magical light.

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"Keep to the painted stones. The sea has no patience for wanderers." โ€” Edrin Vale, written in salt on the Gullwatch cliff path

Lore & Description

Appearance

A long yellow lighthouse keeper's coat walks upright along the cliff path, its oilskin shining with rain that never stops falling. Brass buttons glint where a chest should be, and a red wool scarf coils around an invisible neck. One empty sleeve grips a dented lantern whose blue flame burns without fuel; beneath the coat, wet bootprints appear one at a time, though no legs fill them. The collar is turned permanently toward the sea.

Behavior & Origins

The Last Lightkeeper was once Edrin Vale, keeper of Gullwatch Light, who died during a storm while searching for survivors from a ship that had already sunk. The lighthouse collapsed decades ago, and the shipwrecked souls he meant to guide are long gone, but his coat still patrols the path and attacks anyone who approaches the vanished lantern room. The spirit is protecting the memory of a final vessel called the Mercy Bell, whose supposed cargo was never recovered. A concrete hook for the DM: beneath the cliff lies a sealed sea cave containing the Mercy Bell's logbook, which names the person who sabotaged Gullwatch's beacon and caused Edrin's death.

Running The Last Lightkeeper

Tactics

The lightkeeper begins by using Mark the Safe Passage on the most heavily armed intruder, then uses Lantern of the Drowned Watch to frighten and separate the group. It teleports between patches of darkness and rain, pulling creatures toward cliff edges or its blue lantern while using Turn the Lens against attackers relying on bright lights. When reduced below half its hit points, it abandons measured patrols and relentlessly pursues whoever carries the brightest light; it fights to the death unless someone speaks Edrin Vale's name and presents the Mercy Bell's logbook.

DM Tips

  • Telegraph the encounter with bootprints appearing in fresh mud, a distant lantern bell, and a coat-shaped silhouette walking into the wind without a body.
  • Roleplay the lightkeeper as silent and procedural: it points, gestures, rings its lantern, and repeats fragments such as "Storm signal," "Stand clear," and "The light must remain."
  • For a weaker party, remove the cold damage from Salt-Stiffened Sleeve and reduce Lantern of the Drowned Watch to 2d6 damage; for a stronger party, let Keeper's Step teleport 30 feet and increase the lantern save DC to 13.
  • The monster can be resolved without killing it if the characters restore a light at the old lighthouse foundation or return the Mercy Bell's logbook.

Loot

  • Gullwatch Keeper's Lantern — A dented brass lantern containing a blue flame that never consumes oil. Once per long rest, it can cast fog cloud centered on itself, but the fog smells strongly of seawater and distant bells.
  • Mercy Bell Logbook — A salt-stiffened journal hidden in the nearby sea cave, recording the sabotage of Gullwatch Light and naming the guilty harbor official.
  • Red Wool Scarf — Edrin's scarf, still warm despite the cold. It bears an embroidered lighthouse surrounded by seven stars and may serve as proof of identity to an old coastal family.

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The Last Lightkeeper

Generation Info

Original prompt:
"CR 3: A lighthouse keeper's coat that still walks the cliff path on stormy nights. It is protecting something that no longer exists."

Created: Oct 4, 2026
Modified: Oct 26, 2026

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