THE SHARED REFERENCE Adventurer

Monster

Whirling Chandelier

Outside your table’s allowed sources

Official reference · VEoR · 2014

Creature type
Construct
Size
Large
Armor class
13 (natural armor)
Hit points
105 (14d10 + 28)
Speed
Walk 30 ft., Fly 30 ft. (hover)
Challenge rating
7
Alignment
Unaligned
Strength
18
Dexterity
15
Constitution
15
Intelligence
3
Wisdom
5
Charisma
1
Passive Perception
7
Senses
blindsight 60 ft. (blind beyond this radius)
Languages
understands Common but can't speak
Resistances
fire
Immunities
poison, psychic
Condition Immunities
blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned

Traits

False Appearance

If the chandelier is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the chandelier move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the chandelier is animate.

Fiery Aura

Any creature that starts its turn within 5 feet of the chandelier takes 7 (2d6) fire damage.

Actions

Multiattack

The chandelier makes three Chain attacks, three Lamp attacks, or a combination thereof.

Chain

Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage, and the target must succeed on a DC 15 Strength saving throw or be pulled into an unoccupied space within 5 feet of the chandelier.

Lamp

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage plus 13 (3d8) fire damage.

Blazing Vortex (Recharge 5–6)

Each creature within 20 feet of the chandelier and not behind 3 must succeed on a DC 14 Constitution saving throw or take 36 (8d8) fire damage and have the blinded condition until the start of the chandelier's next turn.

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