Constructed. The Candlydra does not need to eat, sleep, or breathe.
Hot Wax. When the hydra takes piercing or slashing damage, each creature within 5 feet of the hydra takes 9 (2d8) fire damage.
Matchstick. When hit with a fire attack the Candlydra's wicks are lit. This adds an extra 2d6 fire damage to all its attacks until the end of its next turn.
Multiple Heads. The hydra has seven heads. While it has more than one head, the hydra has advantage on saving throws against being stunned or knocked unconscious. Whenever the hydra takes 35 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra dies. At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken cold damage since its last turn. The hydra regains 10 hit points for each head regrown in this way.
Reactive Heads. For each head the hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks.
Multiattack. The hydra makes as many bite attacks as it has heads.
Bite. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 5 (2d4) piercing damage.
The hydra gets as many legendary actions as it has heads divided by 2.
Chain Tail (1 Action). The Candlydra whips out one of its 3 chain tails and wraps it around a player within 30 ft. The creature must make a DC 17 grapple check or become grappled. If the Candlydra's Matchstick ability is activated, all grappled creatures take 3d6 fire damage.
The Candlydra can grapple up to 3 creatures at a time. At the start of their turn a grappled creature can make a grapple check to break out.
Liquid Paraffin (2 Actions). The Candlydra can use its movement to position itself above a creature. All creatures below the Candlydra in a 15 ft. square must make a DC 17 Dexterity saving throw as molten wax drips from above. On a fail, the creatures take 3d6 fire damage and are covered in wax. If a creature fails by 5 or more, it is covered in the wax. This creature is blinded and can only move at half speed.
At the end of the creature's next turn it can make a DC 17 Strength save to break free from the quickly solidifying wax. On a success they are freed but on a fail the wax solidifies and they are restrained and are resistant to fire damage.
At the end of their turn a creature can make a DC 17 Strength save to free themselves from the wax. Fire damage of 5 or more can partially melt the wax lowering the DC to 15 then 13 without the player taking damage. All fire damage afterwards continues to reduce the DC but will now deal damage to the player, at the resistance. Cold damage will do the same but will counter any fire damage done or vice versa.
Flame Breath (3 Actions, when Matchstick is Active). The Candlydra's heads all breathe a mixture of molten wax and flame in a 60 ft. line that is 5 ft. wide. Each creature must make a DC 17 Dexterity saving throw, taking 13d6 fire damage on a failed save, or half as much on a successful one.
Description
Another wondrous invention for dragon enthusiasts. Being both a light source and guardian, this creature will easily restrain any would-be thief that came across it. Having additional functions when lit, this piece will make a statement in any home.
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