Lunarch Chandelier
Armor Class 18 (silvered brass plating)
Hit Points 231 (22d10+110)
Speed 20 ft. fly 40 ft.
Saving Throws Dex +8, Con +10, Wis +8, Cha +9
Skills Perception +8, Intimidation +9
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities cold, poison, psychic
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone
Senses darkvision 120 ft., passive Perception 18
Languages Common, Aquan, telepathy 120 ft.
Challenge 15 (13,000 XP) Proficiency Bonus +5
Actions
Bonus Actions
Reactions
Legendary Actions
The lunarch chandelier can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The chandelier regains spent legendary actions at the start of its turn.
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"Kneel, little shore-things. I am full, and the sea must rise." โ the lunarch chandelier of Voss
Lore & Description
Appearance
The lunarch chandelier is an enormous, many-tiered fixture of tarnished silver and blackened brass, nearly twelve feet across. Its curving arms resemble lunar crescents, each ending in a blue-white candle whose flame burns without wick or wax. Hundreds of tiny glass droplets hang beneath it like frozen rain, while chains trail from its central crown and drag through the air as though suspended in water. Its polished central basin reflects a cold, cratered moon even when viewed in daylight.
Behavior & Origins
The first lunarch chandelier was commissioned for the observatory-palace of Queen Merial Voss, who wanted a ceiling ornament that could imitate the moon's influence over the sea. An imprisoned water elemental was bound into the silverwork, and the fixture gained awareness during an eclipse. It now believes that every ocean, river, and puddle is obligated to obey its commands. It demands tribute in the form of bells, pearl jewelry, ship anchors, and anyone who claims the moon is not present. The chandelier currently seeks the drowned palace of Queen Merial beneath the Bay of Knives, believing that reclaiming its original throne will let it impose a single perfect tide upon the world.
Running Lunarch Chandelier
Tactics
The chandelier opens with Command the Tide, scattering enemies and knocking them into hazards before selecting an isolated target for its Crescent Chains. It hovers above the battlefield, using Waxen Orbit and Ebb Away to remain out of reach while its chains pull enemies into Moonfall and difficult terrain. When badly damaged, it becomes increasingly imperious rather than cautious; it fights until destroyed, knowing that destruction merely grants it a new shore from which to make demands.
DM Tips
- Telegraph its arrival with tides running backward, puddles rising toward ceilings, and blue-white candlelight appearing in rooms with no fixtures.
- Roleplay the chandelier in a grand, offended voice; it refers to creatures as shore-things and demands that characters announce their tides, phases, and tributary offerings.
- Make Relocation at Dusk a campaign hook rather than a gotcha: leave behind a trail of silver water leading toward the Bay of Knives or another place the party must reach before the next midnight.
- For a weaker party, reduce its hit points to 180 and lower the save DC to 16; for a stronger party, let its relocated form appear immediately at the next body of water and give it two Crescent Chain attacks as legendary actions for 1 cost.
Loot
- Crescent Wick — A blue-white candle snipped from the chandelier. When lit, it reveals invisible trails and magical residue for 1 hour, but causes nearby water to rise several inches.
- Queen Merial's Tide-Key — A corroded brass key hidden in the chandelier's central basin. It bears the seal of the drowned palace and can open one of its sealed gates.
- Moon-Dripped Silver — A fist-sized lump of silver water that hardens when removed from the chandelier. It is worth 250 gold pieces to an artificer or can be forged into a weapon that deals an extra 1 cold damage on its first hit each turn.