Candlewright
Medium humanoid, lawful evil
Somebody has to make the light. Mourncross candlewrights hold the last practical knowledge of the order — wick, tallow, the ratios, the hours — and they have worked out that the knowledge is worth more while the towers stay dark. They are not cultists. They are a guild with an interest, which has made them considerably harder to deal with.
Armor Class 12 (leather apron)
Hit Points 38 (7d8 + 7)
Speed 30 ft.
- STR
- 11 (+0)
- DEX
- 13 (+1)
- CON
- 13 (+1)
- INT
- 15 (+2)
- WIS
- 14 (+2)
- CHA
- 12 (+1)
Skills Arcana +4, Insight +4, Deception +3
Senses passive Perception 12
Languages Common
Challenge 2
Traits
Reads the Burn. The candlewright knows how long any light source it can see has left, and has advantage on Intelligence (Arcana) checks made to identify a magical light or a creature that produces one.
Actions
Tallow Knife. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.
Sputtering Wick (Recharge 5–6). The candlewright throws a prepared wick that catches in the air. Each creature in a 15-foot cone must make a DC 12 Dexterity saving throw, taking 10 (3d6) fire damage on a failure, or half as much on a success. A creature that fails is also outlined in guttering light until the end of its next turn: attack rolls against it have advantage.





