Medium Construct, Lawful Neutral
Armor Class 17 Natural
Hit Points 60 (8d8 + 24)
Speed 30 ft.
STR
18 (+4)
DEX
11 (+0)
CON
16 (+3)
INT
6 (-2)
WIS
10 (+0)
CHA
8 (-1)
Saving Throws STR +6
Damage Vulnerabilities Fire
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Psychic
Condition Immunities Charmed, Exhaustion, Frightened, Petrified, Poisoned
Senses Passive Perception 10
Languages understands one language known to its creator but can’t speak
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Flame of Life. If the Candle Guard’s wick is extinguished, they become Paralyzed after 1d4 rounds. The Candle Guard is otherwise immune to the Paralyzed condition. If the Candle Guard takes Fire damage, the wick is relit.

Beacon of Light. While the wick of the Candle Guard is lit, they shed bright light in a 30ft. radius and dim light for an additional 30ft.

Innate Spellcasting. The Candle Guard’s spellcasting ability is Wisdom (spell save DC 10). The Candle Guard can innately cast the following spells, requiring no material or verbal components:

At will: Light, Mending, Produce Flame
2/day each: Sanctuary, Shield of Faith
1/day each: Continual Flame

Actions

Multiattack. The Candle Guard makes 2 Snuffer Maul attacks.

Snuffer Maul. Melee Weapon Attack: +6 to hit, reach 10ft., one target. Hit: 9 (1d10+4) Bludgeoning damage.

Reactions

Protection. The Candle Guard imposes disadvantage on a melee weapon attack that is made against a target within 5ft. of them. The Candle Guard must be holding their Snuffer Maul to do so.

Description

These wax-headed constructs are ever vigilant, standing ready until the moment they are lit. Candle Guards are protectors by design and are often seen in the service of people who think hiring, feeding, housing, and trusting humanoid guards is not the best option. In some places in the world, Candle Guards are used exclusively as night guards to allow a full night of rest for their humanoid counterparts.

Candle Guards are human sized constructs that are made to protect a place or person. The enchantments by which they are animated allows them to perform some small feats of magic. This grants them the ability to repair minor damage they sustain, keep their own flames lit, and ignite other Candle Guards in case it is required or ordered.

FragranceMan

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