HP 22 (5d8; bloodied 11)
Speed 30 ft., swim 30 ft.
Proficiency +2; Maneuver DC 12
Damage Resistances necrotic
Damage Immunities poison
Condition Immunities charmed , fatigue , paralyzed , poisoned
Senses darkvision 60 ft., passive Perception 10
Radiant Sensitivity. When the lacdeon takes radiant damage, it has disadvantage on attack rolls and on Perception checks that rely on sight until the end of its next turn.
Undead Nature. Lacedons don’t require air, sustenance, or sleep.
Paralyzing Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. If the target is a living creature other than an elf, it makes a DC 10 Constitution saving throw . On a failure, the target is paralyzed for 1 minute. The target repeats the saving throw at the end of its turns, ending the effect on itself on a success. If the target’s saving throw is successful or the effect ends for it, it is immune to any Paralyzing Claw for 24 hours.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one incapacitated creature. Hit: 6 (1d8 + 2) piercing damage.
Lacedons rarely attack when they are outnumbered. They prefer to swarm their enemies, with at least two lacedons attacking one target, preferably an unarmored non-elf. They retreat if they take radiant damage but try to drag paralyzed victims with them
Lacedon ghouls and ghasts are aquatic undead. Many were once sailors who turned to cannibalism to avoid starvation at sea or after being shipwrecked. Others are the handiwork of evil underwater creatures such as sahuagins and aboleths, who use magic rituals to create them.
1 Feasting on a corpse; attacks intruders
2 Feasting on a corpse; hisses and flees from intruders
3 Squabbling among a pile of bones and discarded items
4 Shambling aimlessly
5 Waiting in silent ambush
6 Mimics the last words spoken to them; right now they are saying "Let me go!"
1 DC 13 Perception check: muttering, like low conversation
2 Gnawed humanoid bones
3-4 The smell of rotting flesh
5 A half-devoured human corpse. DC 13 Perception check: bare human footprints lead away
6 A torn and bloody hat or other article of clothing. DC 13 Perception check: marks on the floor suggest a body was dragged away
Ghouls haunt graveyards and catacombs near inhabited areas.
CR 0–2 1 or 2 ghouls ; ghoul with 1 or 2 zombies 1 or 2 lacedon ghouls
Treasure 40 gp, 3 sets of tattered and blood-stained nobles’ clothes (25 gp each if mended), 2 potions of healing
CR 3–4 3 or 4 ghouls or lacedon ghouls ; ghoul with 3 cannibal degenerates (see gnoll ); ghast with 2 ghouls
Treasure 10 pp, 30 gp, 2 silver chalices set with blue quartz (75 gp each), cloak of displacement
CR 5–10 2 ghasts with 1d4 + 2 ghouls ; 1d6 + 4 ghouls ; ghost or wight with 2 or 3 ghasts ; 2 lacedon ghasts with 1d4 + 2 lacedon ghouls
Treasure 500 gp, 1,000 sp, gold bracelet (250 gp), 1 warhammer (named Whisper, made of silver-runed black stone; once per day, its wielder can cast the silence spell as an action, centered on the hammer), ring of water walking