Magic Resistance. The candle man has advantage on saving throws against spells and other magical effects and no spell can take effect inside the candle mans body (such as using prestidigitation to snuff the candle flame out)
Aversion of Radiance. If the candle man takes Radiant damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.
Unyielding Hands. The Candle man has advantage on attack rolls intended to grapple the target. The Candle man suffers no disadvantage on attack rolls whilst it is grappling or restraining someone that is large or smaller. In addition, the Candle man may make opportunity attacks without consuming a reaction.
Multiattack. The Candle Man may make one attack with each hand.
Short Sword. Melee Weapon Attack: reach 5 ft., one target. Hit: (2d6 + 8) slashing damage.
Dagger. Melee Weapon Attack: reach 20ft, One target. Hit: (2d4 + 8) slashing damage. (May attack with Frenzy)
Unarmed actions:
Slam. Melee Weapon Attack: reach 5 ft., one target. Hit: (1d6 + 4) bludgeoning damage.
Strangle. Melee Weapon Attack: reach 5ft. One target, Hit (1d4 + 8) bludgeoning damage.
Fist. Melee Weapon Attack: reach 5 ft., one target. Hit: (1d4 + 6) bludgeoning damage.
Bloody Frenzy. Candle men have a taste for blood and pain, after the first successful hit with a bladed weapon a candle man goes into a frenzy, enabling them to use each marked action an additional time.
High Alert. When activated, the Candle man gains advantage on Perception checks that rely on sight. The High Alert effect remains active for 10 minutes or until the Candle man no longer perceives a threat.
Immolation. A candle man is a walking pillar of fuel; if set alight it will continue to fight with +6 to all its damage rolls, but with disadvantage on all attack rolls, and will melt completely after its next turn and cease to be animate.
Suffocation. Candle men require air to keep their flame burning, if extinguished the candle man ceases to be animate (Make DC12 DEX save to determine if the flame is protected from water for 1 turn)
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Cast complete in the form and size of a large guards man, these dreadful waxworks have fine detailing for their features, armour and clothes all impressed into their tallow like wax. They glow from the inside with a faint light from the triple plaited wick burning in their throat and move with a litheness and dexterity that belies their psychotic nature.
Unable to speak, when they do make a noise it is usually a strangled hiss underwritten with suppressed psychotic anger and bloodthirsty rage at their cruel animated existence. These creatures have a distinct smell of rendered fat.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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