The Last Comforter
Armor Class 17 (patchwork hide)
Hit Points 168 (16d10+80)
Speed 30 ft. climb 20 ft.
Saving Throws Con +9, Wis +6
Skills Insight +6, Stealth +5, Perception +6
Damage Resistances bludgeoning; piercing; slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned, unconscious
Senses darkvision 60 ft., passive Perception 16
Languages Common, telepathy 60 ft.
Challenge 10 (5,900 XP) Proficiency Bonus +4
Actions
Bonus Actions
Reactions
Legendary Actions
The Last Comforter can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The Last Comforter regains spent legendary actions at the start of its turn.
Lair
Lair Actions
On initiative count 20 (losing initiative ties), the creature can take a lair action to cause one of the following effects; it can't use the same effect two rounds in a row:
- Names in the Walls. At initiative count 20, the names of the dead appear in condensation, dust, or blood on surfaces within 60 feet. Until initiative count 20 on the next round, creatures that cannot identify at least one name have disadvantage on saving throws against the Last Comforter's abilities.
- Trembling Bedframes. At initiative count 20, up to three unattended beds, stretchers, or piles of blankets within 60 feet skitter up to 20 feet and make a melee attack against a creature adjacent to them. The attack bonus is +8, and on a hit it deals 9 (2d8) bludgeoning damage and knocks the target prone.
- The Ward Remembers. At initiative count 20, the lair fills with the sounds of coughing and whispered prayers. Each creature that has not yet succeeded on the Last Comforter's Ward-Sewn Resilience check must make a DC 16 Wisdom saving throw or be unable to willingly approach another creature until the next initiative count 20.
Regional Effects
The region containing the creature's lair is warped by its magic, creating the following effects:
- Within 6 miles of the Last Comforter's lair, abandoned blankets remain warm for hours after sunset.
- People sleeping within 1 mile of the lair dream of crowded sickrooms and awaken with a stranger's name on their lips.
- Any disease treated within 1 mile of the lair briefly worsens at midnight, though it does not become more contagious.
If the Last Comforter dies, its regional effects fade over 1d10 days. During that time, its patches can be separated and laid over graves or memorials to reveal the names of the forgotten dead.
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"Hush now. You are cold because you have forgotten someone." โ Sister Maelin's final entry
Lore & Description
Appearance
The Last Comforter is a massive quilt suspended in a vaguely humanoid shape, its corners dragging like wet wings and its seams flexing like knuckles. Its patches are made from hospital blankets, funeral shrouds, children's covers, and stained woolen cloaks, stitched together with black surgical thread. The fabric is faded ivory, fever-yellow, and bruise-purple, yet radiates an inviting warmth. Faces occasionally press outward from the inner lining, their mouths opening soundlessly as the quilt folds around the living.
Behavior & Origins
During the Red Summer plague, the attendants of Saint Orla's Ward ran out of coffins and used every blanket in the hospital to comfort the dying. When the ward was sealed, the blankets were burnedโbut one bundle survived, soaked in the grief, prayers, and final breaths of hundreds. The Last Comforter now seeks warmth rather than slaughter, wrapping itself around the sick, lonely, and nearly dead until their fear becomes part of its stuffing. The creature can be truly harmed only by someone who understands that it is not a monster born whole, but a memorial assembled from the dead. A concrete way to learn this truth is to find Sister Maelin's ledger beneath the collapsed chapel of Saint Orla, where the names of the first twelve people covered by the quilt are recorded.
Running The Last Comforter
Tactics
The Last Comforter opens with Plague-Ward Exhalation against a clustered group, then uses Folded Step and Grasping Fold attacks to isolate wounded characters. It prioritizes unconscious, poisoned, or frightened targets and uses Smothering Embrace on anyone it has restrained. When bloodied, it unfurls Open the Quilt and fights desperately around the most vulnerable creature; if someone demonstrates genuine understanding of its origin, it turns toward that character with wary fascination rather than fleeing, fighting to the death only if denied recognition.
DM Tips
- Telegraph the encounter with warm abandoned blankets, condensation forming names, and beds shifting toward sleeping characters before the creature appears.
- Play its voice as overlapping whispers of patients asking for water, forgiveness, or a mother's name; it should sound hungry but not purely malicious.
- Make Ward-Sewn Resilience a discovery rather than a gotcha: burned patches, Saint Orla's records, and survivors' testimony should all reveal that recognition can pierce its defenses.
- For a weaker party, reduce hit points to 126 and make Plague-Ward Exhalation deal 22 (5d8) damage; for a stronger party, give it 3/day Legendary Resistance and increase the escape DC of Grasping Fold to 17.
Loot
- Saint Orla's Name-Lined Thread — A spool of black surgical thread bearing the names of the ward's dead. It can be sewn into a garment to grant advantage on one saving throw against disease, after which the thread unravels.
- The Warmest Patch — A small square of faded blue blanket that remains warm even in ice. When placed over a corpse, it reveals the deceased's name and one unfinished wish.
- Sister Maelin's Ledger — A smoke-stained ward ledger hidden in the creature's inner folds. It identifies the Last Comforter's origin and provides the names needed to lay it to rest.