Armor Class 18 Natural Armor
Hit Points 175 (14d10 + 98)
Speed 50 ft.
STR
10 (+0)
DEX
18 (+4)
CON
20 (+5)
INT
16 (+3)
WIS
18 (+4)
CHA
20 (+5)
Saving Throws DEX +8, CON +9, WIS +8, CHA +9
Skills Deception +10, Perception +9
Damage Resistances Necrotic
Damage Immunities Fire, Poison
Condition Immunities Poisoned
Senses Darkvision 120, Passive Perception 19
Languages --
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Flash Fire. When Chandelure would take fire damage, it takes no damage instead. Until the end of its next turn, its Fire-type attacks deal an additional 1d10 fire damage.

Flame Body. A creature that hits Chandelure with a melee attack must succeed on a DC 17 Constitution saving throw or become burned, taking 1d10 fire damage at the start of its next turn.

Infiltrator. Chandelure's moves ignore half cover, three-quarters cover, and magical barriers that would otherwise protect a target.

Actions

Multiattack. Chandelure makes three attacks using any combination of Flamethrower, Shadow Ball, and Hex.

Flamethrower. Ranged Spell Attack: +9 to hit, range 90 ft., one target. Hit: 18 (4d8) fire damage.

Shadow Ball. Ranged Spell Attack: +9 to hit, range 120 ft., one target. Hit: 22 (4d10) necrotic damage. The target must succeed on a DC 17 Constitution saving throw or have its speed reduced by 10 feet until the end of its next turn.

Hex. Ranged Spell Attack: +9 to hit, range 60 ft., one target. Hit: 18 (4d8) necrotic damage. If the target is affected by a condition, Hex instead deals 36 (8d8) necrotic damage.

Inferno (1/Day). Chandelure unleashes a massive column of flame at one creature within 90 feet. The target must make a DC 18 Dexterity saving throw, taking 45 (10d8) fire damage on a failure, or half as much on a success. On a failed save, the creature becomes burned for 1 minute. It repeats the saving throw at the end of each of its turns.

 

Bonus Actions

Calm Mind (3/Day). Chandelure focuses its power, gaining advantage on its next attack roll and increasing the damage of its next Ghost- or Fire-type attack by 1d8.

Legendary Actions

Chandelure can take 3 legendary actions, choosing from the options below.

Shadow Ball. Chandelure makes one Shadow Ball attack.

Flamethrower. Chandelure makes one Flamethrower attack.

Confuse Ray (Costs 2 Actions). One creature within 60 feet must succeed on a DC 17 Wisdom saving throw or become confused until the end of its next turn.

Hex (Costs 2 Actions). Chandelure makes one Hex attack.

Overheat (Costs 3 Actions). Chandelure uses Overheat, but the cone is reduced to 15 feet.

DungeonDDive

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