False Appearance. If the chandelier is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the chandelier move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the chandelier is animate.
Fiery Aura. Any creature that starts its turn within 5 feet of the chandelier takes 7 (2d6) fire damage.
Multiattack. The chandelier makes three Chain attacks, three Lamp attacks, or a combination thereof.
Chain. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit:13 (2d8 + 4) bludgeoning damage, and the target must succeed on a DC 15 Strength saving throw or be pulled into an unoccupied space within 5 feet of the chandelier.
Lamp. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit:9 (2d4 + 4) bludgeoning damage plus 13 (3d8) fire damage.
Blazing Vortex (Recharge 5–6). Each creature within 20 feet of the chandelier and not behind Cover must succeed on a DC 14 Constitution saving throw or take 36 (8d8) fire damage and have the blinded condition until the start of the chandelier's next turn.
Compared to other animated objects, whirling chandeliers seem to have capricious personalities. Victims typically perceive a whirling chandelier's Blazing Vortex as mischievousness or outright malevolence, though the chandelier lacks any understanding of such concepts. A whirling chandelier makes tactical decisions only as a means to perform its master's orders to the best of its ability.