Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Ability
Circumstance: Trigger: A creature achieves a critical hit against the Lantern K
Eldest of laughter, mischief, and transformation
Ability
Adjust Temperature
(primal, transmutation) The Lantern King adjusts the temperature of his flames. He shifts from orange to blue, and his Strikes inflict cold damage until he takes this action again to switch back to fire damage.
Ability
Attack of Opportunity [Reaction]
Ability
Blindness
A creature damaged by the Lantern King's blinding beam Strike must make a DC 48 Fortitude save. If the Strike was a critical hit, the save's result is worsened one degree. Critical Success The creature is unaffected by blindness. Success The creature is dazzled for 1 round. Failure The creature is blinded for 1 minute. At the end of each of its turns, the creature can attempt a DC 48 Fortitude save to end this blindness early. Critical Failure The creature is blinded permanently.
Ability
Change Shape
(concentrate, polymorph, primal, transmutation) The Lantern King can take on the appearance of any fey or humanoid, but he typically does so only to trick and confuse creatures. He loses his searing rune and blinding beam Strikes, but he gains a melee fist Strike that inflicts 4d8+19 bludgeoning damage.
Ability
Drain Luck
4. This status penalty is reduced by one every time the affected creature achieves a critical success on a die roll against a creature that is at least equal to them in level, but otherwise is permanent until removed.
Ability
Fortune's Friend [Reaction]
Circumstance: Trigger: The Lantern King fails or critically fails a saving thro
The result of the saving throw is improved one degree. The Lantern King can't Fortune's Friend for 1d4 rounds.
Ability
Lantern King's Glow
(aura, evocation, light, primal) 120 feet. The Lantern King illuminates his aura with bright light. At the start of his turn, this aura attempts to counteract any ongoing darkness effect in the aura (counteract check +44). The Lantern King can suppress or activate this aura as a free action.
Ability
Mocking Laughter
(aura, emotion, enchantment, incapacitation, mental, primal) 30 feet. Whenever a creature misses the Lantern King with an attack or fails a skill check or saving throw, the creature is overtaken by overwhelming mirth at its mistake, as hideous laughter (DC 45 Will save). The creature is thereafter temporarily immune to mocking laughter for 1 hour.
Ability
Playful Switch
(conjuration, primal, teleportation) The Lantern King targets two creatures within 60 feet, causing each to become surrounded by glowing runes. The Lantern King attempts a single Thievery check against each target's Reflex DC. The Lantern King can't use Playful Switch again for 1 round. Critical Success If the Thievery check achieves a critical success against both targets, they swap places and are both stunned 1. Each creature must be able to fit into their new spaces or the effect fails. Success If the Thievery check achieves a success against both targets (or a critical success on one and a success on another), the two targets swap places. Each creature must be able to fit into their new spaces or the effect fails. Failure If the Thievery check fails against either target, neither target is affected. Critical Failure As failure, but both creatures are temporarily immune to Playful Switch for 24 hours.
Ability
Primal Innate Spells
DC 48, attack +40; 10th fireball, primal phenomenon; 9th disjunction, illusory creature, meteor swarm; 8th illusory object, illusory scene, sunburst, teleport, wall of fire; 7th plane shift, prismatic spray (at will); Cantrips (10th) dancing lights, light, produce flame, read aura; Constant (6th) tongues, true seeing
Ability
Prismatic Burst
Circumstance: Trigger: A creature achieves a critical hit against the Lantern K
The Lantern King casts prismatic spray.
Ability
Reactive
The Lantern King gains an additional reaction at the start of his turn, but he can use this additional reaction only to take a reaction he hasn't already taken since the end of his previous turn.
Ability
Rituals
DC 48; 9th fantastic facade; 8th control weather, create demiplane, freedom; 6th commune with nature, primal call; 3rd geas
Offense
Melee
Circumstance: combat round (melee)
searing rune +44 [+40/+36] (agile, finesse, fire, magical, reach 20 feet), Damage 4d6+24 bludgeoning plus 4d6 fire plus drain luck
Offense
Ranged
Circumstance: combat round (ranged)
blinding beam +44 [+39/+34] (fire, magical, mental, range 100 feet), Damage 4d8+19 fire plus blindness
Trait
Fey
Creatures of the First World are called the fey.
Trait
Fire
Effects with the fire trait deal fire damage or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a magical connection to that element. Planes with this trait are composed of flames that continually burn with no fuel source. Fire planes are extremely hostile to non-fire creatures.
Immunity
bleed
blinded
controlled
dazzled
death effects
doomed
sleep
unconscious
Language
Aklo
Common
Sylvan
telepathy 300 feet
tongues
Perception
darkvision
true seeing
Resistance
physical 20 (except cold iron)
Weakness
cold 25
cold iron 20