Armor Class
13
Whirling Chandelier
Large Construct · Unaligned
Hit Points
105 (14d10 + 28)
Speed
Walk 30 ft., Fly 30 ft. ((hover))
CR
7
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 () check to discern that the chandelier is animate.
Fiery Aura
Any creature that starts its turn within 5 feet of the chandelier takes 7 () 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. 13 () 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. 9 () Bludgeoning damage plus 13 () Fire damage.
Blazing Vortex Recharge 5
Each creature within 20 feet of the chandelier and not behind Cover must succeed on a DC 14 Constitution saving throw or take 36 () Fire damage and have the condition until the start of the chandelier's next turn.