Whirling Chandelier

Large construct, unaligned

Armor Class

13 (natural armor)

Hit Points

105 (14d10 + 28)

Speed

30 ft., fly 30 ft.(hover)

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)

Languages

understands Common but can't speak

Challenge

7

Proficiency Bonus

+3

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 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.