Large construct, Unaligned
| Armor Class | 13 (natural armor) |
|---|---|
| Hit Points | 105 (14d10 + 28) |
| Speed | 30 ft., fly 30 ft. (hover) |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 18 (+4) | 15 (+2) | 15 (+2) | 3 (-4) | 5 (-3) | 1 (-5) |
| Saving Throws | — |
|---|---|
| Skills | — |
| Damage Vulnerabilities | — |
| Damage Resistances | fire |
| Damage 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 |
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.
Any creature that starts its turn within 5 feet of the chandelier takes 7 (2d6) fire damage.
The chandelier makes three Chain attacks, three Lamp attacks, or a combination thereof.
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.
Melee Attack Roll: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage plus 13 (3d8) fire damage.
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.