Candle Devil
The devil’s spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). The devil can innately cast the following spells, requiring no material components:
Candlekeeper. The devil sheds bright light in a 30-foot radius, and dim light for an additional 30 feet. Open flames within the devil’s light can’t be extinguished except by magical means. Living wicks within the light are automatically lit under the devil’s control and do not lose hitpoints from being lit. Devil’s Sight. Magical darkness doesn’t impede the devil’s darkvision. Fuel the Flames. Whenever the devil is subjected to fire damage, its candles and lanterns burn with greater intensity until the end of its next turn. While under this effect, the devil sheds bright light for an additional 30 feet and dim light for an additional 30 feet, and its attacks deal an extra 9 (2d8) fire damage. Magic Resistance. The devil has advantage on saving throws against spells and other magical effects.
Actions
Multiattack. The devil makes three lantern attacks. Lanterns. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage plus 9 (2d8) fire damage.
The weakest of the greater devils, candle devils appear as monstrous, waxy humanoids, with a multitude of arms each holding a candle, lantern, or torch. Candle devils prefer to gather followers and form cults to expand their influence, promising forbidden knowledge and powers, and revel in shining light on and uncovering secrets, fugitives, and infiltrators. They also create wax constructs called Living Wicks (Tome of Beasts p.278) to serve them, their flames kept ever-burning by the devil’s magic.
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