Small Construct, Any Alignment
Armor Class 16
Hit Points 25 (5d6 + 4)
Speed 30 ft.
STR
6 (-2)
DEX
14 (+2)
CON
10 (+0)
INT
3 (-4)
WIS
3 (-4)
CHA
1 (-5)
Damage Immunities Poison, Psychic
Senses Blindsight 120 ft. (blind beyond this radius), Passive Perception 8
Languages --
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Antimagic Susceptibility The candelabra is incapacitated while in the area of an antimagic field. If targeted with Dispel Magic, the candelabra must make a Constitution saving throw against the caster's spell DC or fall unconscious for 1 minute.

False Object. If the candelabra is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the candelabra move or act, that creature must succeed on a DC 15 Wisdom (Perception) check to discern that the candelabra is animate.

Illumination The candelabra gives off a bright light in a 20ft. radius and dim light an additional 20ft. It cannot benefit from this feature if submerged in at least a 5ft. cube of water

Flame Body If the candelabra is grappled or hit with a melee weapon attack, that creature takes 5(2d4)fire damage.

Immolate Upon dealing a critical hit, the candelabra can set a creature ablaze. Creatures set ablaze take 5 (2d4) fire at the start of each of its turns. An ablaze creature can use its action to put out the flames.

Actions

Candle Maw Melee Weapon Attack: +6 to hit, 5ft, one target. Hit: 4 (1d4+2) bludgeoning damage and 2 (1d4) fire damage.

Candle Quills (Recharge 5-6) Creatures of the chandelier's choice in a 20ft radius must succeed a DC 13 Dexterity saving throw. On a failed saving throw, creatures take 10 (4d4) fire damage and are set ablaze. On a successful saving throw, creatures take half damage and are not set ablaze. Creatures set ablaze take 5 (2d4) fire at the start of each of its turns. An ablaze creature can use its action to put out the flames

AByte

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