Stork and Vistis the Blue Mage spotted the strange figure as it slowly meandered along; a thin old angel it appeared to be, floating along a foot off of the ground, carrying an ornate lantern. Without hesitation the two spellcasters hailed the being. They were ignored as the creature wandered on deeper into the woods. The sorcerer and the illusionist followed into the dark forest.
As night fell the two trailed the odd being until it finally stopped to apparently rest in a clearing, setting its brightly glowing lamp down beside it. Stork and Vistis strolled into the clearing. The old dreadful angel looked up at them.
“We seek the Scroll of Dread Deeds,” Stork said to the thing. “And we feel that you know its location.”
The wizened angel chuckled, a dry, horrible sound.
“Indeed I do know where it can be found,” it replied as several hulking figures loomed in the nearby trees. “And if you are still standing after these ogres attack I just might tell you where it is!”
As the brutish humanoids lurched into sight the Grim Wanderer picked up his lantern and rose above the impending fracas.
No. Enc.: 1 (1d6)
Alignment: Neutral (Chaotic tendencies)
Movement: 90′ (30′)
Fly: 150′ (50′)
Armor Class: 3
Hit Dice: 7
Damage: 1d6/1d6 (punch/punch) or by weapon
Save: M-U 7
Hoard Class: VII,IX
Also known as Lantern Bearers, Grim Wanderers are thought to be either some sort of fallen celestial or agents of Balance with a tendency for leading adventurers astray. Grim Wanderers appear as thin old men wearing dull robes, sometimes they hover just above the ground on their dingy feathered wings, at other times these strange creatures just seem to mope along, walking slowly and somewhat aimlessly. These strange beings always carry lanterns with them, causing some to theorize that the Grim Wanderers are somehow related to the Will-O-Wisp, which they are not, although these fell creatures have no problem with leading adventurers into dangerous territory.
Grim Wanderers often offer secret knowledge to those who seek them out, but thee creatures are wily and always omit a crucial detail, such as a guardian or trap. While Lantern Bearers usually avoid combat, they often carry a +2 sword with them (+2 to hit, does 1d8+2 damage against Lawful/Good opponents) and can cast six 1st -4th level illusionist or magic-user spells up to two times per day.