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Whirling Chandelier

Large construct, Unaligned

Armor Class 13 (natural armor)

Hit Points 105 (14d10 + 28)

Speed 30 ft., fly 30 ft.

STR 18 (+4)
DEX 15 (+2)
CON 15 (+2)
INT 3 (-4)
WIS 5 (-3)
CHA 1 (-5)

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

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 (Investigation) check to discern that the chandelier is animate.

Fiery Aura. Any creature that starts its turn within 5 feet of the chandelier takes 7 (2d6) 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. 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.

Lamp. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage plus 13 (3d8) fire damage.

Blazing Vortex (Recharge 5–6). Each creature within 20 feet of the chandelier and not behind 3 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.

Source

VEoR, p. 239