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.