Lantern Imp

Zombie file · Sands of Time ~ Closing In

Lantern Imp

Airborne again by day; prone and counting down at night.

Body durability270 , including an approximately 90 critical reserve
Speedslightly fast flight

Lore

The first thing the team notices about Lantern Imp is the height. Opti-caltrop looks up at the lantern, while Alloysuckle identifies a local exploration specialist skilled at flying with one. A small figure uses a conspicuous tool to reach places inaccessible to many ground-bound visitors.

Day and night change posture and behavior, and even the hair color leaves an impression. Homing Thistle finds the daytime red more energetic; Red Stinger compares the lantern to a convenient parachute. Both observe something like another traveler tackling difficult country.

That resemblance does not remove the hostility. The iron lantern remains equipment with consequences whenever it rises, descends, or comes to rest. In this strange region, exploration and battle can share the same tool, giving a small imp a substantial presence.

Mechanics

Role

Height evasion · Lantern explosion

  • Body durability: 270 HP, including an approximately 90 HP critical reserve; slightly fast flight speed.

  • High flight and night prone states change the hit layer.

  • Landing deals about 200 HP impact damage to the target tile; another jump is possible by day.

  • Night timer expiry resolves about 500 HP explosion damage.

  • Magnet-shroom can steal the lantern and transfer it to an eligible Alloysuckle.

The lantern governs height and day/night actions; body damage, impact, and detonation resolve separately. L denotes difficulty level; timing retains the internal units in existing records.

Flight, landing, and day/night branches

The body has 270 HP, including an approximately 90 HP critical reserve. The lantern does not add an ordinary armor pool; it controls flight and later actions.

In flight it stays high, then descends to read a landing tile. In 0.17r the forced daytime landing at the far left moves toward the mower. By day it can jump again after impact; at night it becomes prone and starts its lantern countdown. Projectile eligibility depends on height.

Body: 270 HP; hit eligibility changes with the height layer.

Landing impact and protective shells

Landing deals approximately 200 HP damage to an eligible plant on the landing tile. This is a single impact, not continuous biting; an empty landing tile does not redirect that event to a distant plant.

With a protective shell such as Enzymei, that tile’s protective structure takes the damage first. The enclosed plant retains its own state and attack logic.

Impact is a landing event, not continuous biting.

Night low profile and detonation

Prone at night, the imp becomes a low target that many ordinary projectiles pass over. Ground-level or area attacks that include low targets retain their own hit rules.

With the lantern present, the timer is approximately 1150−150L internal units. Expiry resolves about 500 HP explosion damage and removes the body; stealing the lantern first cancels the enemy detonation condition.

Internal timer units; stealing the lantern cancels enemy detonation.

Magnetic lantern transfer

Stealing the metal lantern interrupts lantern-dependent flight loops and night detonation. It can be transferred to an eligible nearby Alloysuckle.

Gold state uses it as a heavy lobbed projectile with about 2000 HP base damage and the relevant high-target and splash rules. Silver state rolls it forward under bowling-projectile rules.

Theft interrupts the enemy lantern cycle; reception depends on Alloysuckle eligibility.

Interactions & counters

  • Alloysuckle

    Gold hits flying targets; silver hits prone targets, covering both states.

  • Magnet-shroom

    Can steal the iron lantern and pass it to Alloysuckle.

  • Enzymei

    The shell can take the about-200 HP landing impact first while the inner plant keeps running.