Lantern Wyrm
OriginalHuge dragon, neutral
An ancient dragon whose throat burns with a white-gold flame visible through its scales. Lantern wyrms guard lost roads and forgotten shrines, and travellers tell of a light in the mountains that guides the worthy home and burns the rest.

Armor Class 18 (natural armor)
Hit Points 207 (18d12+90)
Speed 40 ft., fly 80 ft.
- STR
- 23
- +6
- DEX
- 12
- +1
- CON
- 21
- +5
- INT
- 16
- +3
- WIS
- 17
- +3
- CHA
- 19
- +4
Saving Throws DEX +6, CON +10, WIS +8, CHA +9
Skills Insight +8, Perception +13
Damage Immunities fire, radiant
Condition Immunities Blinded
Senses blindsight 60 ft., darkvision 120 ft., passive perception 23
Languages Common, Draconic
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Legendary Resistance (3/Day). If the wyrm fails a saving throw, it can choose to succeed instead.
Throat Lantern. The wyrm sheds dim light in a 30-foot radius. When it takes cold damage, the flame gutters: the light goes out and the wyrm can't use Lantern Breath until the end of its next turn.
Guiding Light. Creatures the wyrm considers friends have advantage on death saving throws while within its light.
Actions
Multiattack. The wyrm makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 7 (2d6) fire damage.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Lantern Breath (Recharge 5–6). The wyrm exhales white-gold flame in a 60-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 27 (6d8) fire damage plus 27 (6d8) radiant damage on a failed save, or half as much damage on a successful one. A creature that fails is outlined in light until the end of its next turn: it can't benefit from being invisible, and attack rolls against it have advantage.
Legendary Actions
Watch. The wyrm makes a Wisdom (Perception) check.
Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
Lantern Flare (Costs 2 Actions). The wyrm's throat flares. Each creature within 20 feet of it that can see it must succeed on a DC 18 Constitution saving throw or be blinded until the end of its next turn.