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Lastwatcher Coat

Medium Undead, Neutral


Armor Class 13 (natural armor)

Hit Points 27 (5d8+5)

Speed 30 ft. climb 20 ft.

STR 14 (+2)
DEX 14 (+2)
CON 12 (+1)
INT 8 (-1)
WIS 12 (+1)
CHA 10 (+0)

Skills Stealth +4, Athletics +4, Perception +3

Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities poison

Condition Immunities exhaustion, poisoned

Senses darkvision 60 ft., passive Perception 13

Languages Common

Challenge 1 (200 XP) Proficiency Bonus +2


Memory in the Lining. The Lastwatcher Coat can be truly harmed only by a creature that understands what it used to be: a lighthouse keeper's coat, worn by a person who guarded a beacon and walked a cliff path during storms. A creature can gain this understanding by succeeding on a DC 12 Intelligence (History) or Wisdom (Insight) check after examining the coat, its surroundings, or evidence of the keeper's life, or by learning the keeper's story from a witness, journal, or memorial. Until a creature gains this understanding, its attacks against the coat deal no damage, though magical effects that restrain, banish, or otherwise impede it function normally. The coat recognizes a creature that has gained this understanding, and that creature can damage it normally.
Stormbound Vigil. The coat does not need to breathe, eat, drink, or sleep. While outdoors during rain, wind, or a storm, it has advantage on Dexterity (Stealth) checks and can move across wet or vertical stone without making an ability check.
Empty Sleeves. The coat can occupy another creature's space and move through a space as narrow as 1 inch wide without squeezing. It cannot carry or manipulate objects except with its Hooked Cuff action.

Actions

Multiattack. The Lastwatcher Coat makes two Sleeve Lash attacks.
Sleeve Lash. Melee weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) bludgeoning damage. If the target is a creature that does not understand what the coat used to be, this attack deals no damage and the coat can instead pull the target up to 5 feet.
Hooked Cuff. Melee weapon Attack: +4 to hit, reach 10 ft., one target or unattended object. Hit: 4 (1d4+2) bludgeoning damage. The target must succeed on a DC 12 Strength saving throw or be grappled by the coat. The grapple ends if the coat uses Hooked Cuff on another target or if the target escapes with a DC 12 Strength (Athletics) or Dexterity (Acrobatics) check.
Beacon's Warning (1/Day). The coat releases a hollow bell note and points toward the nearest dangerous drop, reef, burning structure, or creature threatening someone within 30 feet. Each creature of the coat's choice within 15 feet must succeed on a DC 12 Wisdom saving throw or be frightened until the end of its next turn. A creature that understands what the coat used to be has advantage on this saving throw.

Reactions

Turncoat. When a creature the coat can see misses it with an attack, the coat can move up to 10 feet without provoking opportunity attacks. If it ends this movement adjacent to a cliff edge, it can make one Sleeve Lash attack against a creature within reach.

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Keep to the inland side, traveler. The light is not lit yet. โ€” scratched into the door of Gullwatch Lighthouse

Lore & Description

Appearance

A long, salt-stiffened lighthouse keeper's coat walks upright on empty boots, its sleeves hanging like thin, searching arms. The wool is black-green with mildew, crusted white at the hem with dried sea salt, and patched in several places with faded red thread. A brass nameplate remains pinned to the breast, though waves of rain and age have nearly erased the name. Inside the collar, the fabric is warm and smells faintly of lamp oil, wet rope, and extinguished candle smoke.

Behavior & Origins

The Lastwatcher Coat is the final duty of a keeper who died while carrying a storm lantern along the cliff path to relight the beacon. The body was lost to the sea, but the coat continued its rounds, warning travelers away from the edge and searching for the missing lamp. It is not malicious, though its grasping sleeves can drag frightened people toward the lighthouse or away from perceived danger. The coat can be laid to rest only when someone understands and acknowledges its former purpose, then returns the keeper's brass nameplate to the beacon room. A useful hook is the abandoned Gullwatch Lighthouse, where the coat still patrols each storm and seeks the stolen lens-key once carried by Keeper Mara Venn.

Running Lastwatcher Coat

Tactics

The coat begins by lurking beside the cliff path and using Beacon's Warning to scatter intruders, then closes on the most isolated creature with its Hooked Cuff. It uses Sleeve Lash to pull targets away from safety or toward the lighthouse, taking advantage of rain, darkness, and vertical stone. Once bloodied, it retreats along the familiar cliff path; it fights to the end only if someone threatens the beacon or the keeper's nameplate.

DM Tips

  • Telegraph the encounter with bootless footprints, a swinging lantern seen through rain, and old warning bells ringing when no hand is near them.
  • Roleplay the coat as anxious rather than evil: it pauses at precipices, points insistently toward danger, and reacts violently to anyone who mocks the lighthouse keeper.
  • If the party lacks a way to learn its history, place a waterlogged logbook or an old plaque nearby that reveals the keeper's duty and name.
  • For a weaker party, reduce the coat to 18 hit points and remove its resistance to nonmagical weapons; for a stronger party, give it 33 hit points and let Beacon's Warning recharge on a 5-6.

Loot

  • Mara Venn's Brass Nameplate — A salt-tarnished plate bearing the keeper's nearly erased name. Returning it to the Gullwatch beacon room allows the coat to finally rest and opens a hidden compartment containing the lighthouse records.
  • Storm Lantern Shutter — A brass shutter from the keeper's lantern, engraved with a tiny wave-and-star symbol. When placed over a flame, it projects the outline of a lighthouse and points toward the nearest safe road.

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Lastwatcher Coat

Generation Info

Original prompt:
"CR 1: A lighthouse keeper's coat that still walks the cliff path on stormy nights. It can only be truly harmed by someone who understands what it used to be."

Created: Oct 8, 2026
Modified: Oct 26, 2026

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