13 (natural armor)
105 (14d10 + 28)
30 ft., fly 30 ft.(hover)
fire
poison, psychic
blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
blindsight 60 ft. (blind beyond this radius)
understands Common but can't speak
7
+3
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.
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.