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Candlewright

Medium humanoid, lawful evil

AC
12
HP
38
Speed
30
CR
2

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 Attack Roll: +3, reach 5 ft. 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.

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Further reading

Jetpack7 Game Master Series
The Game Master's Book of Random Encounters
Jeff Ashworth · 2020
The Game Master's Book of Traps, Puzzles and Dungeons
Jeff Ashworth · 2022
The Game Master's Book of Legendary Dragons
Aaron Hübrich · 2022