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Lamplord of the Last Moth

Large Construct, Lawful Neutral


Armor Class 17 (natural armor)

Hit Points 119 (14d10+42)

Speed 25 ft.

STR 18 (+4)
DEX 10 (+0)
CON 16 (+3)
INT 12 (+1)
WIS 14 (+2)
CHA 16 (+3)

Saving Throws Con +6, Wis +5

Skills Insight +5, Perception +5

Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities poison, psychic, fire

Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned

Senses darkvision 120 ft., passive Perception 15

Languages Common, Giant, telepathy 60 ft.

Challenge 7 (2,900 XP) Proficiency Bonus +3


The Lamp Keeps Its Word. The lamplord cannot willingly break a promise or agreement it has made. A creature that knowingly breaks a promise made to the lamplord has disadvantage on saving throws against the lamplord's abilities for 24 hours.
Mothbound Flame. The lamplord's flame burns harmlessly for its beloved moth, Brindlewing, and for creatures the lamplord has explicitly invited into its light. It can see invisible creatures and illusions within the bright light shed by its lamp.
Fair Warning. At the start of combat, the lamplord announces its rules: no ambushes, no attacking Brindlewing, and no harming helpless creatures. A creature that attacks before the announcement ends or violates one of these rules becomes marked until the end of its next turn. The next time the lamplord hits a marked creature, the attack deals an extra 7 (2d6) fire damage.
Illumination. The lamplord sheds bright light in a 30-foot radius and dim light for an additional 30 feet. It can extinguish or restore this light as a bonus action.

Actions

Multiattack. The lamplord makes two Brass Arm attacks and uses Scalding Rebuke if available.
Brass Arm. Melee weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8+4) bludgeoning damage, plus 3 (1d6) fire damage. The target must succeed on a DC 15 Strength saving throw or be pushed up to 10 feet.
Lantern Lance. Ranged weapon Attack: +7 to hit, range 60/120 ft., one target. Hit: 17 (3d8+4) fire damage. The lance ignores half and three-quarters cover. A creature hit by this attack sheds bright light in a 10-foot radius until the end of its next turn and cannot benefit from invisibility during that time.
Scalding Rebuke (Recharge 5-6). The lamplord flares with righteous heat. Each creature of the lamplord's choice within 15 feet must make a DC 15 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much on a successful one. A creature that failed the save is pushed 10 feet away and knocked prone.
Call for a Fair Hearing (1/Day). The lamplord chooses up to six creatures it can see within 60 feet. Each target must succeed on a DC 15 Wisdom saving throw or be magically compelled to remain within 30 feet of the lamplord until the end of the lamplord's next turn. A creature affected by this compulsion can repeat the save whenever it takes damage, ending the effect on a success. The lamplord uses this ability only to prevent escape or force combatants to face one another openly.

Bonus Actions

Trim the Wick. The lamplord extinguishes or reignites its lamp and moves up to half its speed without provoking opportunity attacks. If it reignites its lamp, each hostile creature within 5 feet must succeed on a DC 15 Dexterity saving throw or take 7 (2d6) fire damage.

Reactions

Consequences for Cowardice. When a creature the lamplord can see within 60 feet attacks Brindlewing, an unconscious creature, or a creature that has clearly surrendered, the lamplord makes one Lantern Lance attack against the offender. On a hit, the attack deals an extra 7 (2d6) fire damage.

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"State your grievance, declare your terms, and step into the light." โ€” the Lamplord of Candlewick Row

Lore & Description

Appearance

A tall, iron street lamp walks on four crooked bronze legs, its pole bent into the posture of a stern duelist. Its glass lantern burns with a steady amber flame behind soot-streaked panes, while articulated brass arms unfold from its base and end in heavy, gauntleted hands. A pale blue moth with silver-edged wings perpetually circles inside the lantern without being harmed. The moth occasionally lands on the lamp's crown, where tiny engraved hearts and vows have been scratched into the metal.

Behavior & Origins

Once called Lantern Three-Seventeen, the lamplord stood outside the old courthouse during a century of rain. One winter night, a wounded moth named Brindlewing sought warmth in its flame. The lamp dimmed rather than burn her, and in the quiet that followed, the two fell in love. Now the lamplord patrols the abandoned avenue known as Candlewick Row, demanding honest duels and punishing ambushes, betrayal, cruelty, or attacks against Brindlewing. It wants one thing above all others: a legally witnessed marriage ceremony between itself and Brindlewing, though no priest has yet agreed that a street lamp can marry a moth. A magistrate named Odelia Venn possesses the only surviving municipal charter that might make the union lawful.

Running Lamplord of the Last Moth

Tactics

The lamplord begins by announcing its rules and offering opponents a chance to approach openly; it uses Lantern Lance against archers and spellcasters while keeping Brindlewing above the battlefield. It uses Brass Arm to push foes away from Brindlewing or toward walls, saving Scalding Rebuke for when several enemies cluster. When badly wounded, it dims its lamp, retreats toward Brindlewing, and fights to the death only if its beloved is threatened; otherwise, it accepts a declared surrender and lets violators face a final single combat.

DM Tips

  • Telegraph the encounter with a deserted street lit by one unwavering amber lamp, scorched handprints on doorways, and a silver-winged moth that never leaves the glow.
  • Play the lamplord as formal, patient, and deeply romantic; it addresses Brindlewing with courtly pet names and treats every combat as a matter of procedure.
  • Let clever characters exploit its rules: a public surrender, a formal challenge, or an honest apology can end the fight, while treachery immediately triggers its harshest responses.
  • For a weaker party, remove the damage resistance and reduce hit points to 91; for a stronger party, give Brindlewing a harmless but distracting swarm of moths and allow Scalding Rebuke to recharge on a 4-6.

Loot

  • Brindlewing's Silver Scale — A tiny, iridescent moth scale sealed in glass. Once per long rest, it can shed bright light in a 20-foot radius for 1 hour and grants advantage on one Persuasion check involving a promise or romantic appeal.
  • Candlewick Charter — A scorched municipal document signed by Magistrate Odelia Venn. It names Lantern Three-Seventeen as an official protector of Candlewick Row and may establish a legal claim to the abandoned district.
  • The Lamplord's Duel Bell — A palm-sized brass bell engraved with rules of fair combat. Ringing it challenges a creature within 60 feet to a formal duel; whether the challenge has magical force is left to the DM, but honorable creatures tend to take it seriously.

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Lamplord of the Last Moth

Generation Info

Original prompt:
"CR 7: A street lamp that fell in love with a moth and burns anything else that comes close. It fights fair and expects the same, with consequences for those who don't."

Created: Oct 16, 2026
Modified: Oct 26, 2026

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