Large construct, unaligned
- Armor Class
- 13 (natural armor)
- Hit Points
- 105 (14d10 + 28)
- Speed
- fly 30 ft. (hover), 30 ft., canHover true ft.
- Challenge
- 7 (2,900 XP)
- 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
Traits
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.