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.