Antimagic Susceptibility. The candelabra is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the candelabra must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
Extinguish. If the candelabra moves in water, starts its turn in water, has water splashed on it, or is subjected to an effect that can extinguish candle-sized flames, it can't make attacks and its Illumination trait is suppressed until the start of its next turn.
False Appearance. While the candelabra remains motionless, it is indistinguishable from a normal candelabra.
Illumination. The candelabra sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
Touch. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 – 1) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 3 (1d6) fire damage at the start of each of its turns.
Description
An animated candelabra is a living construct made out of candle sticks, with bent arms that can rotate around. It moves primarily by hopping or rolling on its sides.
While animated, the candelabra can control whether its flames are lit or not. The flames never cause its wax to melt, though they can be extinguished for a moment.
Constructed Nature. An animated object doesn't require air, food, drink, or sleep.
An animated object reduced to 0 hit points loses its animating magic. It becomes inanimate, and it is too damaged to be of much use or value to anyone.
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