The Dreadmaw - D&D 5E Lantern that Eats Souls

Hello everyone!

So I released the Book of Transformations over on Patreon, and one of the transformations I'm going to add to it is Lich. Phylactery's are super cool, and part of the inspiration for this item. A lantern that bestows fear and feats on souls. This was also party inspired from a certain LoL champion, I'll let you guess which one.

It's been a very long time since I created a legendary item, so I had fun with the power of it, as well as the lore behind it.

Take Care!

Egiljaas, The Dreadmaw

wonderous item, legendary (requires attunement by a spellcaster)

Egiljaas is a large oil lamp with a black metallic build. One of its four glass sides opens, allowing it to draw inside life force, gaining power as it does so. Its flames glow in a light blue color and have face-like outlines.


The Story of the Dreadmaw


The true nature of Egiljaas is unknown. Some say inside it is one of the strongest titanic beings to ever roam the earth, yet there is no known holy soul that helped seal away this creature within Egiljaas. What's for sure is that looking into the lantern's light causes a deep fear, and no one has dared to break the lantern for fear of what resides inside. Some have also spread legends of it absorbing the souls of those that die in its presence, yet that is still a mystery, as no one has lived to tell the tale firsthand.


While holding this lantern, you gain a +3 bonus to spell attack rolls and to your spell save DC. The lantern also has 10 charges. It regains 1d8 + 2 expended charges daily at dawn. You can use charges in the following way:


  • Flame of Dread. While holding the lantern, you can use your action and expend 1 charge to cast the fear spell at its lowest level without expending a spell slot. When the spell is cast in this way, it ignores immunity to the frightened condition, these creatures have advantage on the saving throw instead.

  • Tap into Fear. While holding the lantern, you can use your action and expend 4 charges and focus on a frightened creature within 60 feet of you. The target must succeed on a Charisma saving throw against your Spell Save DC. On a failure, it is paralyzed for 1 minute. A paralyzed creature can repeat the saving throw at the start of each of its turns, ending the effect on a success.

  • Consume Anguish. While holding the lantern, you can use your action to expend 6 charges and devour all the fear around you. All creatures within 120 feet who are frightened of you take 4d10 points of psychic damage and are stunned until the start of their next turn. Their frightened condition ends.

  • Devour Life. While holding the lantern, as a reaction to a creature of CR 5 or higher being brought to 0 hit points, you may absorb its soul. The creature's soul is consumed, you regain 35 hit points and Egiljaas restores 2 charges.


Curse: This lantern is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the lantern, keeping it within reach at all times. While attuned to this item, you face your worst fears in a trance during every long rest. At the end of every long rest, you must make a Wisdom saving throw against your own Spell Save DC. On a failure, you are frightened for the entire day.


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