Candleborn. The candles on the golems head can be snuffed with water or strong wind. While its candles are unlit, the golem gains disadvantage on attack rolls until it uses its Cone of Fire action or otherwise relights its candles. If the Golem takes fire damage, it instead heals an amount equal to the damage taken and relights its candles if they are unlit. The Candle Golem cannot be defeated while its candles are lit.
Wax Body. While the golem's candles are lit the golem can regenerate 10 HP at the start of each of its turns. If the Golem's candles are unlit, it gains an additional 2 to its AC, but it cannot regenerate HP. If the golem returns to having its candles relit its AC returns to normal. The Candle Golem is only destroyed if it reaches 0 HP and its candles are unlit.
Illumination. The golem sheds bright light in a 15-foot radius and dim light for another 15-feet as long as its candles are lit.
Immutable Form. The golem is immune to any spell or effect that would alter its form.
Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.
Magic Weapons. The golem’s weapon attacks are magical.
Multiattack. The golem makes two slam attacks.
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage. The target becomes Grappled (Escape DC 16). Until the grapple ends the target takes 9 (2d8) fire damage at the start of the golem's turn. The golem can grapple two creatures at once, one in each hand.
Cone of Fire (Recharge 5–6). The golem's candles flare as it unleashes a 30-foot cone of fire from its mouth. Each creature in the area must make a DC 16 Dexterity saving throw, taking 22 (5d8) fire damage on a failed save or half as much on a success. If the golem's candles are unlit, they become lit.
Comments