Candlelight Daemon

Medium fiend, neutral evil

Armor Class 17 (natural armor)
Hit Points 170 (20d8 + 80)
Speed 50 ft., fly 50 ft.

16 (+3) 17 (+3) 18 (+4) 12 (+1) 14 (+2) 17 (+3)

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


  • Candle Dependence. The daemon remains on the Material Plane only while the candle that summoned it burns.
  • Innate Spellcasting. The daemon’s 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:
  • Magic Resistance. The daemon has advantage on saving throws against spells and other magical effects.
  • 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’s teleporting to and from are both in dim light or darkness. The daemon doesn’t need to see the destination.
  • Shadow Stealth. While in dim light or darkness, the daemon can take the Hide action as a bonus action.
  • Slayer’s Advantage. The candlelight daemon has advantage on attack rolls against any creature that hasn’t had a turn in combat.
  • Slayer’s 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.


  • Multiattack. The daemon makes two claw attacks and one gore attack. It can use hurl fire in place of any of these attacks.
  • Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage and 4 (1d8) fire damage.
  • Gore. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage and 4 (1d8) fire damage.
  • Hurl Fire. Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 13 (3d8) fire damage.


  • DC 10 Intelligence (Religion): Candlelight daemons return to the Netherworld if their candle goes out.
  • 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.
  • 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.


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.

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.

Section 15: Copyright Notice

Grim Hollow: The Monster Grimoire © 2021, Ghostfire Gaming Pty Ltd. Author: Shawn Merwin

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