Living Light. The guardian is powered by the magical flame lit on its candle head. If this flame is ever extinguished, the guardian will fall incapacitated until the flame is relit. The flame will be relit if it takes any fire damage.
Melted Wax. If the guardian takes at least 10 fire damage, its speed drops to 0 until the end of its next turn.
Multiattack. The guardian makes two attacks with its halberd or it makes one attack with its halberd and one with blazing bolt.
Halberd. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 5) slashing damage.
Brace. As an action you choose to Brace. On your turn, choose any targets you can see that are more than 20 feet away from you. While bracing, if you use a different reaction, you are no longer bracing. While bracing, if you move or are moved against your will, you can no longer perform this attack and must brace again at the start of your turn to do so again. A brace attack is not an opportunity attack.
Trip. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: (5) slashing damage and your target must make its choice of a DC 16 Strength or Dexterity saving throw at disadvantage. On a failed save, the target is knocked prone. If you land a critical hit, your weapon deals normal, non-critical damage in addition to forcing your enemy to roll the saving throw.
Blazing Bolt. Ranged Magic Attack: +5 to hit, range 120 ft., one target. Hit: 7 (1d12 + 2) fire damage.
Blinding Smite (3/day). The guardian's halberd flares with bright light. The next time the guardian hits a creature with a melee weapon attack during this spell’s duration, you weapon flares with a bright light, and the attack deals an extra 3d8 radiant damage to the target. Additionally, the target must succeed on a DC 15 Constitution saving throw or be blinded until the spell ends.
A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.
Ignite Weapon. The guardian ignites its weapon in magical fire. The next two halberd attacks deal an additional 8 (2d6) fire damage.
Braced Attack (Brace Action Only). If any of the targets you chose move within 10 feet of you before your next turn, you make one halberd attack against them with advantage. If the attack hits, treat the attack as a critical hit.
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