Flameborn Regeneration. The Candleman heals any fire damage it takes, and the amount healed is doubled. In addition, it gains temporary hit points equal to the fire damage taken before it was doubled. For example, if the Candleman takes 10 fire damage, it heals 20 HP and gains 10 temporary hit points. These temporary hit points last until they’re depleted.
Light Absorption. The Candleman passively absorbs all non-magical light sources within 30 feet of it. Torches, lanterns, and similar items flicker and extinguish in its presence, and any room or space it enters becomes shrouded in darkness. Magical sources of light (such as from spells or magical items) are unaffected.
Light Sense. The Candleman can sense all sources of light within 300 feet of it. This includes both natural and magical light sources, such as torches, lanterns, glowing creatures, or any other form of illumination. The Candleman can discern the direction and general strength of these light sources, even if they are concealed or hidden from view.
Multiattack. The Candleman makes three attacks, choosing from the following: three Molten Grasps, two Molten Grasps and one Wax Lash, or one Molten Grasp and two Wax Lashes.
Molten Grasp. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 7) bludgeoning damage plus 7 (2d6) fire damage. The Candleman's waxen limbs slam into the target with molten force, coating them in burning wax. The target must succeed on a DC 14 Strength saving throw or be partially restrained until the end of its next turn, reducing its movement speed to 0. While restrained this way, the creature also takes 3 (1d6) fire damage at the start of its turn as the wax continues to burn.
Flame Arrow (Recharge 5-6): The Candleman conjures a radiant arrow of light and fires it at a point within 120 feet, causing an explosion of radiant energy in a 20-foot radius. All creatures within the area must make a DC 15 Dexterity saving throw, taking 8d6 radiant damage on a failed save, or half as much on a successful one. Additionally, creatures that fail the saving throw must make a DC 15 Constitution saving throw or be blinded for 30 seconds, with the effect lasting until they succeed on the saving throw at the start of their turns. The Candleman can choose one creature within the area that automatically fails its saving throw and takes an additional 2d6 radiant damage.
Wax Lash. Range: 30 feet, one target Attack Bonus: +7 to hit, Hit: 3d6 + 4 fire damage. The Candleman can choose one of the following effects:
- Reel In: The target is pulled 15 feet closer and is restrained until the end of its next turn. It can make a DC 15 Strength saving throw at the start of its turn to break free. While restrained, the target takes 2d6 fire damage at the start of its turn.
- Throw Away: The target is thrown up to 20 feet in a direction of the Candleman’s choice and lands prone. If it collides with a wall or creature, it takes an additional 1d6 bludgeoning damage.
Wax Spike. The Candleman can create a large, jagged spike of hardened wax, which it can use in one of two ways as a bonus action:
-
Single Target Impalement: The Candleman targets one creature it can see within 30 feet. The creature must make a DC 15 Dexterity saving throw or be impaled by the wax spike, taking 7d6 piercing damage. On a successful save, the creature takes half damage and is not impaled. An impaled creature takes 2d6 fire damage at the start of each of its turns. The impaled creature can use its action to attempt a Strength saving throw (DC 15) to break free, ending the restraint on a success.
-
Wax Caltrops (Bonus Action): The Candleman creates a 20-foot radius puddle of molten wax that quickly hardens into sharp, jagged spikes. The area is difficult terrain and remains for 1 minute or until the Candleman uses this ability again. Creatures that move through the area take 3d6 piercing damage + 1d4 fire damage for every 5 feet they move within the area. The damage is triggered immediately when the creature moves through the area, and there is no saving throw to reduce the damage. The Candleman is immune to the effects of the difficult terrain.
Waxgrip (Reaction): When a creature starts its turn within the Candleman's Wax Caltrops area, the Candleman can use its reaction to cause waxen arms to rise up from the ground, attempting to grapple all creatures within the area. Every creature within the area must make a DC 15 Strength saving throw or be grappled by the wax arms. A creature grappled in this way has its speed reduced to 0, and at the start of each of the grappled creature's turns, it takes 1d6 fire damage. A creature can attempt to escape the grapple by using its action to make a Strength (Athletics) or Dexterity (Acrobatics) check against the Candleman’s DC 15.
Description
description: The Candleman is a grotesque creature made entirely of molten wax and flickering flames. Its towering, humanoid form drips with hot wax that continually reshapes, creating multiple arms with seven fingers each, and its body constantly shifts and contorts like molten wax. Its unsettling eyes burn with an eerie, dim light that seems to absorb all surrounding illumination. As it moves, it leaves behind a trail of dripping wax, its presence burning the very air around it.
Despite its slow, lumbering gait, the Candleman is an unpredictable force in battle, using its ability to manipulate molten wax to create deadly grappling tendrils and spikes, while laying down traps that scorch and restrain its foes. Its fiery attacks are devastating, with every strike leaving a trail of smoldering burn marks and fire damage. It can even absorb light in its surroundings, creating a dark, oppressive atmosphere as it approaches.
The Candleman thrives in darkness, where it is nearly impossible to detect unless one is attuned to the faint, flickering light it emits. It uses its waxy, fiery body to regenerate damage, growing stronger as it takes more fire damage, and punishing any who dare to challenge it. Those unlucky enough to get too close risk being enveloped in a grip of molten wax or being thrown into fiery traps it creates from the ground beneath them.
Lore: The Candleman is a rare and terrifying creature that thrives in places of eternal darkness—forgotten tombs, abandoned underground temples, or deep caves where light rarely penetrates. These creatures are drawn to areas where light is scarce, feeding on the shadows and the eerie quiet of forgotten places. It is said that Candlemen are born from the remnants of long-extinct flame-wielding cults or rituals gone awry, their essence forged in the fiery depths of cursed altars. Over time, they have learned to manipulate wax, fire, and darkness into deadly weapons, using their unique abilities to hunt and protect their dark territories.
They are often mistaken for simple wax statues or dormant lanterns until they strike. Their form is a fusion of both elemental fire and shadow, making them a chilling combination of molten wax and a flickering, oppressive presence. Adventurers who wander into their lairs may find themselves succumbing to their traps—melting into the dark or being caught in the endless grasp of their wax tendrils. The Candleman is known to torment those who wander too close to its domain, often leaving behind waxy remains as grim trophies.
A menace in the shadows, the Candleman is a terrifying opponent for those who rely on light, using its fearsome presence to drain hope from those who would dare face it. The creature’s very essence is tied to flame and darkness, making it a formidable predator in any setting where light can be smothered.
JJK Meme: In one particular instance, a Candleman was encountered by a group of adventurers as they ventured into an ancient ruin, deep within a cavernous labyrinth. They fought valiantly, but one of the adventurers, a brave warrior, was struck down by the creature's fiery grasp. As the party scrambled to regroup, the Candleman—with a fiery smile—launched its Flame Arrow at a terrifyingly large monster that had joined the fray.
As the searing radiant arrow pierced the creature's chest, the Candleman stood tall, watching it crumble to ash. In a mockingly respectful tone, the Candleman muttered, "Stand proud, you’re strong..." before the light in its body dimmed and the room fell silent once again.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
4/27/2025 7:25:32 PM
|
2
|
1
|
5e
|
Coming Soon
|
Comments