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Whirling Chandelier
- STR
- 18 (+4)
- DEX
- 15 (+2)
- CON
- 15 (+2)
- INT
- 3 (-4)
- WIS
- 5 (-3)
- CHA
- 1 (-5)
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.
Actions
The chandelier makes three Chain attacks, three Lamp attacks, or a combination thereof.
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.
Melee Weapon Attack: +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 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.
Find this creature in the encounter builder

Source: Vecna: Eve of Ruin, p. 239 - Licenses and attribution