Large Monstrosity, Lawful Neutral
Armor Class 16 natural armor
Hit Points 91 (10d10 + 36)
Speed
STR
17 (+3)
DEX
14 (+2)
CON
14 (+2)
INT
8 (-1)
WIS
16 (+3)
CHA
9 (-1)
Damage Vulnerabilities Slashing
Damage Immunities Fire
Condition Immunities Blinded, Charmed, Deafened, Frightened, Poisoned
Senses Passive Perception 19
Languages understands all languages but can't speak
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Illumination. The candlehound sheds bright light in a 20-foot radius and dim light for an additional 20 feet. 

Multiheaded. The candlehound can’t be surprised, and it has advantage on saving throws against being knocked unconscious.

Heated Metal. A creature that touches the candlehound or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. 

Actions

Multiattack. The candlehound makes three bite attacks.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) fire damage. 

Wax Shower. The candlehound showers hot wax from its body in a 30-foot radius. Each creature in the radius must make a DC 15 Dexterity saving throw, taking 18 (4d8) fire damage on a failed save, or half as much damage on a successful one. On a failed save, a creature has its speed reduced by 10. 

Reactions

Heated Body. If a creature hits the candlehound with a melee attack while within 5 feet of it, it can use its reaction to deal an additional 5 (2d4) fire damage. 

Description

Candlehounds are often found within large mansions. Elegant yet terrifying, they often guard their masters' residences, obeying the commands of those adept in magic. However, if left without a master, candlehounds will behave like any other wild animal, often wandering about. 

 

Monster Tags: monstrosity

Habitat: Urban

DerpyPigeon

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