Huge Construct, Unaligned
Armor Class 16 Natural Armor
Hit Points 170 (20d12 + 40)
Speed 10 ft., The chandelier mimic is attached to a fixed point in the ceiling, and can only move by swinging 10 feet around this space.
STR
20 (+5)
DEX
10 (+0)
CON
15 (+2)
INT
3 (-4)
WIS
10 (+0)
CHA
1 (-5)
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison, Psychic
Senses Passive Perception 10
Languages --
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Illuminating Presence. While the creature remains motionless, it  is indistinguishable from a normal chandelier.

Immutable Form. The chandelier mimic is immune to any spell or effect that would alter it's form.

Magic Resistance. The chandelier mimic has advantage on saving throws against spells and other magical effects.

Chandelier Crew. Usually, the chandelier mimic is accompanied by [roll]1d4[/roll] other simple chandeliers, to sell the realness. When moving, the chandelier mimic can push and pull the other simple chandeliers and move each one up to 10 feet.

Actions

Multiattack. The creature makes two melee weapon attacks, or two ranged weapon attacks, or uses the Classic Chandelier attack.

Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) bludgeoning damage. 

Fire Bolt. Ranged Weapon Attack: +5 to hit, range 60/120 ft., one target. Hit: 6 (1d8 + 2) fire damage.

Classic Chandelier (Recharge 5-6). The chandelier chooses up to 6 creatures within 10 feet of it. Every creature must succeed on a DC 18 strength saving throw or be grappled by the chandelier. The creatures have disadvantage in the saving if it is the first turn and did not have their round yet. While grappled in this way, a creature is also restrained and take 1d10 fire damage at the beginning of it's turn. A creature can escape the grapple by spending an action to make the saving again.

Reactions

Fight Fire with Fire. When damaged by a melee attack, the chandelier mimic ignites all nearby candles and burns it's attacker, doing [roll]1d10[/roll] fire damage.

Legendary Actions

The creature can take one legendary action, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The creature regains the spent legendary action at the start of its turn.

Ignite the Room. The chandelier mimic ignites all the candles in all simple chandeliers within 200 feet of it, creating a pillar of fire. Every creature within 5 feet of a vertical cylinder originating from a simple chandelier must make a DC 14 dexterity saving throw or take 1d12 fire damage. Damage sources may stack.

Dim the Mood. The chandelier mimic snuffs all the candles in all simple chandeliers within 200 feet of it, and regains 2d8+3 hit points for every chandelier snuffed out in this way.

Description

Enter a general description for your monster here.

Habitat: UnderdarkUrban

xxwas

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