← The Beleghost Bestiary
Grisla Wrecklight
Goblin Coast · night encounter · area boss

Grisla Wrecklight

the Lamp-Crone

Her people have worked this headland for generations: a false light on the rocks, a hull opened on the reef, and whatever washes up by morning is theirs. In a fight she does to adventurers exactly what she does to ships — kindles a ring of corpse-candles, lets them hang for a beat, and sets them off one after another.

CR 8 Goblinoid · Humanoid 1 / Cleric 7 Sun + Trickery domains resref gc_wrecklight spawn table 94

Revised: CR 5 → CR 8

The original CR 5 was set relative to Grisla alone, before the module's other bosses existed to compare against. An audit of Goblin Coast's actual ambient encounter table (this time checking every creature's real class levels and ability scores, not just its labeled CR, since several other bosses turned out to be sitting next to badly bugged stat-sticks) confirmed the coast's real ceiling is CR 6 (the bugbear) — nothing here was inflated data. Grisla is bumped to Humanoid 1 / Cleric 7 (CR 8) so she clearly exceeds it rather than nearly tying it. Stat block and prepared spells below reflect the revision; the fight's three phases and their DCs are unchanged, since they already compute from her live Wisdom and Hit Dice at runtime.

Stat block

STR
10
+0
DEX
16
+3
CON
14
+2
INT
12
+1
WIS
19
+4
CHA
12
+1
Hit points
52  (8 total levels, average hit dice, +2 Con × 8)
Defense
natural AC 3, scale armour, Dex +3
Skills
Concentration 11 · Spellcraft 11 · Lore 5 · Heal 4
Class feats
Armour Proficiency (light / medium / heavy), Shield, Weapon Proficiency (simple), Turn Undead
General feats
Combat Casting (1st), Spell Focus: Evocation (3rd), Greater Spell Focus: Evocation (6th), Great Fortitude
Gear
scale armour, light hammer, and the lamp — a torch in the off hand
Deity
Maglubiyet

Prepared spells

Cleric 7 at Wisdom 19 — base slots, one domain slot per level, one bonus slot per level from Wisdom. Evocation save DCs carry +2 from her two focus feats. The new 4th-level access is the direct product of the two extra cleric levels from the CR revision.

LevelSlotsPrepared
05Light ×2, Resistance, Virtue, Cure Minor Wounds
13 + 1 + 1Divine Favor, Entropic Shield, Shield of Faith, Doom, Magic Weapon
22 + 1 + 1Sound Burst (DC 17), Hold Person (DC 15), Aid, Silence
31 + 1 + 1Searing Light, Darkfire, Prayer
41 + 1Divine Power, Freedom of Movement, Poison

The light show

Layered on top of the module’s normal combat AI, which still picks her spells and targets. The fight moves through three phases as she loses hit points. Save DCs are computed at runtime from her actual Wisdom and focus feats, so editing the blueprint keeps the abilities honest.

I

Corpse-Candles

above 66% hp

Six lights kindle in a ring four metres out, hold for a beat, then flare in sequence so the burst travels around the circle rather than going off all at once.

every 3 rounds Reflex DC 16 1d6 divine, half on save blind 1 round on failure
II

The False Beacon

66% – 33% hp

The light that put ships on the rocks. She turns it on the nearest enemy, and whoever looks at it and fails stands there staring. Eight candles now, and the beacon never fires on the same round as them, so the two effects cannot stack.

every 4 rounds Will DC 17 dazed 2 rounds candles → 8
III

The Wreck

below 33% hp — once

“Then we all go on the rocks together!” Every false light she has ever lit goes off at the same moment. Afterwards the candles come back at full strength — ten of them, hitting twice as hard — for as long as she is still standing.

Reflex DC 18 3d6 divine, half on save blind 2 rounds radius 8 m then candles 10 × 2d6

Why these numbers

CR 8, revised upward from the module's own audit of Goblin Coast. A goblin’s base CR ⅓ plus seven cleric levels lands on 8, clearing the coast's real ceiling (CR 6, the bugbear) instead of nearly tying it. She is still a controller, not a damage sponge — 52 hit points is average for her 8 total levels, so a prepared party should still be able to end the fight in a handful of rounds, while a party that walks into her under-leveled after dark should be in real trouble.

Save DCs follow the spell-like formula: 10 + effect level + Wis +4, plus +1 each from Spell Focus and Greater Spell Focus. Nothing is hardcoded.

Skill points and feats scale with her. Cleric 2 + Int 1 = 3 per level, quadrupled at first level, all on class skills, nothing exceeding the level + 3 cap. Great Fortitude was added as her one new general feat from the level bump — the rest are cleric class grants plus creature-weapon proficiency from her monster hit die.

How she is wired

Solved: why the zone fixes keep vanishing

Every file in temp0 was rewritten in the same second when the module was last built in the toolset. Edits made on disk to existing blueprints were lost — the toolset keeps blueprints in its palette and writes that back over the folder on save. Brand-new files survived, which is why Grisla and her scripts came through intact.

So it was never a mysterious overwrite, just the normal save cycle. The fix is to deliver blueprint changes as an ERF import rather than as file edits, so the change lands in the palette and persists.

Still outstanding on the coast, and now safe to repair that way: three spawn entries point at blueprints that do not exist — coastgoblinshaman (17 characters; the file is coastgoblinshama) ×9, coastgoblinbruiser ×3, and bele_badger. bele_orcscout sits in the table at CR 13, and coastgoblinalpha is a Totemist 9 at CR 8, spawning twice, in a level-2 zone.