The lantern shepherd is the kindest giant of the Deep and its most beloved sight: a tall, slow fungal herder whose head is a woven cage of living light, forever tending the spore-flocks and the small folk who shelter near its glow. To travel in a shepherd's lantern-light is the safest a party will ever feel below — which is exactly why the Blight hunts them first.
- CR
- 5 (XP 1,800)
- Type
- Plant
- AC
- 15
- HP
- 133
- Habitat
- Mycelial Deep
Large Plant, Typically Neutral
AC 15 Initiative +1 (11)
HP 133 (14d10 + 56)
Speed 30 ft., climb 30 ft.
Skills Insight +5, Nature +2
Resistances Necrotic, Poison
Senses Blindsight 60 ft.; Passive Perception 13
Languages Understands Common; telepathy 120 ft. (spore-linked only)
CR 5 (XP 1,800; PB +3)
Traits
Beacon Body. The shepherd sheds Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. A creature that starts its turn in the Bright Light can't have the Frightened condition until the start of its next turn.
Death Bloom. When the shepherd dies, its lantern bursts. Each creature of the shepherd's choice within 30 feet regains 10 (3d6) Hit Points.
Actions
Multiattack. The shepherd makes two Crook attacks.
Crook. Melee Attack Roll: +7, reach 10 ft. Hit: 15 (2d10 + 4) Bludgeoning damage, and the target is pulled up to 10 feet toward the shepherd.
Soothing Spores (Recharge 5–6). Constitution Saving Throw: DC 14, each creature of the shepherd's choice in a 20-foot Emanation. Failure: The target has the Charmed condition for 1 minute. While Charmed this way, it can't take the Attack action, and it repeats the save at the end of each of its turns, ending the effect on itself on a success. Success: The target is immune to this shepherd's Soothing Spores for 24 hours.
