Whirling Chandelier

(Vecna: Eve of Ruin)

Large construct, Unaligned

Armor Class13 (natural armor)
Hit Points105 (14d10 + 28)
Speed30 ft., fly 30 ft. (hover)
STRDEXCONINTWISCHA
18 (+4) 15 (+2) 15 (+2) 3 (-4) 5 (-3) 1 (-5)
Saving Throws—
Skills—
Damage Vulnerabilities—
Damage Resistancesfire
Damage Immunitiespoison; psychic
Condition Immunitiesblinded; charmed; deafened; exhaustion; frightened; paralyzed; petrified; poisoned
Sensesblindsight 60 ft. (blind beyond this radius), passive Perception 7
Languagesunderstands Common but can't speak
Challenge7

Traits

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 Attack Roll: +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 Attack Roll: +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 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.