b'Candlelight Daemon \n'b'  Medium   fiend ,  neutral evil  \n'b'  Armor Class  17 (natural armor)  Hit Points  170 (20d8 + 80)  Speed  50 ft., fly 50 ft.\n'b' STATS STR: 16 (+3) DEX:  17 (+3)  CON:  18 (+4)  INT:  12 (+1)  WIS:  14 (+2)  CHA:  17 (+3)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Deception  +7,  Insight  +6,  Investigation  +5,  Perception  +6,  Stealth  +7  Damage Immunities  poison  Damage Resistances  cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks  Condition Immunities   poisoned   Senses   darkvision  120 ft., passive  Perception  16  Languages  Infernal  Challenge  11 (7,200 XP)  Proficiency Bonus  +4 \n'b' SPECIAL TRAITS \n'b'\n'b'  Candle Dependence . The daemon remains on the Material Plane only while the candle that summoned it burns. \n'b'  Innate Spellcasting . The daemon\xe2\x80\x99s spellcasting ability is  Charisma  (spell save DC 15, +7 to hit with spell attacks). The daemon can innately cast the following spells, requiring no components:\n'b'\n'b'\n'b'  At will :  detect magic , hunter sense,  knock  \n'b'  1/day each : counterspell,  darkness ,  dispel magic ,  shield , suffocate \n'b'\n'b'  Magic Resistance . The daemon has advantage on saving throws against spells and other magical effects. \n'b'  Nether Step . As its movement for its turn, the candlelight daemon can  teleport  to an unoccupied space within 30 feet of it, provided the space it\xe2\x80\x99s teleporting to and from are both in dim light or darkness. The daemon doesn\xe2\x80\x99t need to see the destination. \n'b'  Shadow Stealth . While in dim light or darkness, the daemon can take the  Hide  action as a bonus action. \n'b'  Slayer\xe2\x80\x99s Advantage . The candlelight daemon has advantage on attack rolls against any creature that hasn\xe2\x80\x99t had a turn in combat. \n'b'  Slayer\xe2\x80\x99s Attack (1/Turn) . The candlelight daemon deals an extra 35 (10d6) damage when it hits a target with an attack and has advantage on the attack roll. With the suffocate spell, the daemon deals this damage as extra bludgeoning damage. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The daemon makes two claw attacks and one gore attack. It can use hurl fire in place of any of these attacks. \n'b'  Claw .  Melee Weapon Attack : +7 to hit, reach 5 ft., one target.  Hit : 10 (2d6 + 3) slashing damage and 4 (1d8) fire damage. \n'b'  Gore .  Melee Weapon Attack : +7 to hit, reach 5 ft., one target.  Hit : 12 (2d8 + 3) piercing damage and 4 (1d8) fire damage. \n'b'  Hurl Fire .  Ranged Spell Attack : +7 to hit, range 120 ft., one target.  Hit : 13 (3d8) fire damage. \n'b'\n'b' ABOUT \n'b'\n'b'  DC 10  Intelligence  ( Religion ) : Candlelight daemons return to the Netherworld if their candle goes out. \n'b'  DC 15  Intelligence  ( Arcana ) : Candlelight daemons have immunities and resistances typical of fiends, including immunity to poison and  resistance  to cold, fire, lightning, and nonmagical weapon attacks. The  daemon  is also resistant to magic and capable of countering spells. \n'b'  DC 20  Intelligence  ( Arcana ) : A candlelight daemon is most effective in shadows or darkness, which allow the fiend to hide easily and bring its murderous talents to bear. \n'b'\n'b' ABOUT \n'b'  Candle Bound . The candlelight daemon can be summoned only by the lighting of a specially prepared candle, and then only at night. Once the candle is snuffed or burns out, the daemon must return to the Netherworld. But such daemons can do their job in a short time. \n'b'  Despicable Cost . To create a candle to summon a candlelight daemon, a spellcaster must make a candle during the new moon using the rendered fat of one murderer, the ashes of three humanoids who burned alive, and the blood of thirteen cats. The caster must also expend a 6th-level spell slot.'