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.
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.
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.
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.
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