Corpse Candle

Medium undead, neutral evil

Armor Class

12

Hit Points

55 (10d8 + 10)

Speed

fly 50 ft., swim 50 ft.

STR

6 (-2)

DEX

15 (+2)

CON

13 (+1)

INT

13 (+1)

WIS

13 (+1)

CHA

17 (+3)

Damage Immunities

necrotic, poison

Damage Resistances

acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons

Condition Immunities

charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained

Senses

darkvision 60 ft., passive Perception 11

Skills

Deception +5, Stealth +4

Languages

Common, Infernal

Challenge

4 (1,100 XP)

Incorporeal Movement. The corpse candle can move through other creatures and objects in a body of water as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object or outside its body of water.

Sunlight Sensitivity. While in sunlight, the corpse candle has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Watery Touch. Melee Weapon Attack: +4 to hit, reach ft., one target. Hit: 9 (2d6 + 2) necrotic damage, and the target’s Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. A humanoid slain by this attack rises 24 hours later as a zombie unless the humanoid is restored to life or its body is destroyed.

Hypnotic Lights. The corpse candle creates a twisting, dancing pattern of ever-shifting colored lights in a 10-foot cube at a point it can see within 60 feet of itself. The pattern appears for a minute then vanishes. Each creature in the area who sees the pattern must succeed on a DC 13 Wisdom saving throw. On a failed save, the creature becomes charmed for 1 minute. While charmed, the creature is incapacitated and has a speed of 0. When a charmed creature takes damage it can repeat the saving throw, ending the effect on a success. A creature that starts its turn within the 10-foot cube of lights must succeed on a DC 13 Constitution saving throw or the target’s Constitution score is reduced by 1d4. The target dies if this reduces its Constitution to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.

medium
undead
cr4
tome-of-horrors