Whirling Chandelier

Vecna: Eve of Ruin p. 239

Size
Large
Type
construct
Alignment
unaligned
AC
13 (natural armor)
Hit Points
105 (14d10+28)
Speed
walk 30 ft., fly 30 ft. (hover)
Resistances
fire
Immunities
poison, psychic
Condition Immunities
blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
Senses
blindsight 60 ft. (blind beyond this radius)
Passive Perception
7
Languages
understands Common but can't speak
Challenge
7
Lineage
Animated Object
STR
18
+4
DEX
15
+2
CON
15
+2
INT
3
−4
WIS
5
−3
CHA
1
−5

Traits

Proficiency Bonus

+3

False Appearance

If the chandelier is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the chandelier move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the chandelier is animate.

Fiery Aura

Any creature that starts its turn within 5 feet of the chandelier takes 7 (2d6) fire damage.

Actions

Multiattack

The chandelier makes three Chain attacks, three Lamp attacks, or a combination thereof.

Chain

Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage, and the target must succeed on a DC 15 Strength saving throw or be pulled into an unoccupied space within 5 feet of the chandelier.

Lamp

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage plus 13 (3d8) fire damage.

Blazing Vortex (Recharge 5-6)

Each creature within 20 feet of the chandelier and not behind total cover must succeed on a DC 14 Constitution saving throw or take 36 (8d8) fire damage and have the blinded condition until the start of the chandelier's next turn.

recharge

D5

Other data

description