Antimagic Susceptibility The teapot is incapacitated while in the area of an antimagic field. If targeted with Dispel Magic, the teapot must make a Constitution saving throw against the caster's spell DC or fall unconscious for 1 minute.
False Object. If the teapot is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the teapot move or act, that creature must succeed on a DC 15 Wisdom (Perception) check to discern that the teapot is animate.
Hot to the Touch If the teapot is grappled or hit with a melee weapon attack, that creature takes 5(2d4)fire damage.
Handle and Spout. Melee Weapon Attack: +6 to hit, 5ft, one target. Hit: 7(1d8+2) bludgeoning damage.
Tip Me Over and Pour Me Out (Recharge 5-6). The teapot pours out its tea on the ground. Creatures of the chandelier's choice in a 20ft radius must succeed a DC 13 Dexterity saving throw. On a failed saving throw, the creature is knocked prone and takes 10 (4d4) fire damage as they land on scalding hot tea.
Tea's Ready. If the teapot takes damage, it can cause steam to rise from its spout, creating a 10-foot-radius sphere of steam centered on the teapot. The sphere spreads around corners, and its area is heavily obscured. It lasts until the start of the teapot's next turn or until a wind of moderate or greater speed (at least 5 miles per hour) disperses it.
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