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Monster

Whirling Chandelier

Large Construct · Unaligned

Vecna: Eve of Ruin Page 239
Armor Class 13
Hit Points 105 (14d10 + 28)
Speed Walk 30 ft., Fly 30 ft. ((hover))
CR 7
STR 18 +4
DEX 15 +2
CON 15 +2
INT 3 -4
WIS 5 -3
CHA 1 -5

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.
Confirmation

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