👁 Read Only by Frazer 👁 77 views
📷 Download as PNG

Lunarch Chandelier

Large Construct, Chaotic Neutral


Armor Class 18 (silvered brass plating)

Hit Points 231 (22d10+110)

Speed 20 ft. fly 40 ft.

STR 20 (+5)
DEX 16 (+3)
CON 20 (+5)
INT 12 (+1)
WIS 16 (+3)
CHA 18 (+4)

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


False Celestial Identity. The lunarch chandelier believes itself to be the moon and cannot be convinced otherwise. It has advantage on saving throws against effects that would alter its memories, personality, or perception of itself. Creatures that speak to it as though it were a celestial body have advantage on Charisma checks made to influence it.
Constructed Nature. The lunarch chandelier doesn't require air, food, drink, or sleep.
Moonlit Authority. The area within 30 feet of the lunarch chandelier is dim light. This light is not magical, but it moves with the chandelier and cannot be extinguished while the chandelier has at least 1 hit point. The chandelier has advantage on attack rolls against creatures standing in this dim light.
Tidal Gravity. The ground and liquids within 20 feet of the lunarch chandelier count as difficult terrain for its enemies. At the start of each of its turns, the chandelier can choose one creature in that area. That creature must succeed on a DC 18 Strength saving throw or be pulled up to 15 feet toward the chandelier or pushed up to 15 feet away from it, as the chandelier chooses.
Relocation at Dusk. When the lunarch chandelier is reduced to 0 hit points, it does not fall or cease to exist. Its candles gutter into black flames, its frame collapses into a puddle of silvery water, and it vanishes. At the next midnight, it reforms intact at a location of its choice within 1 mile of a large body of water, or at the nearest suitable location if no choice is possible. It regains all its hit points, and its relocation cannot be prevented by effects that do not specifically trap or banish creatures between planes. A creature that witnessed this relocation can track the chandelier's destination only by following unnatural tides, moonlit puddles, or silver candle wax.

Actions

Multiattack. The lunarch chandelier makes three Crescent Chain attacks.
Crescent Chain. Melee weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 16 (2d10+5) slashing damage, plus 3 (1d6) cold damage. If the target is Large or smaller, it must succeed on a DC 18 Strength saving throw or be pulled up to 10 feet toward the chandelier.
Command the Tide (Recharge 5-6). The chandelier declares a new high or low tide. Each creature of the chandelier's choice within 30 feet must make a DC 18 Strength saving throw. On a failed save, a creature takes 27 (6d8) bludgeoning damage, is pushed or pulled up to 20 feet, and falls prone. On a successful save, it takes half as much damage and isn't pushed, pulled, or knocked prone. Unsecured objects and unattended liquids in the area are dragged in the same direction.
Moonfall. The chandelier chooses a point it can see within 90 feet. A disk of pale force descends in a 15-foot-radius, 40-foot-high cylinder centered on that point. Each creature in the cylinder must make a DC 18 Dexterity saving throw, taking 31 (7d8) radiant damage on a failed save, or half as much on a successful one. The area remains dimly lit until the end of the chandelier's next turn.

Bonus Actions

Waxen Orbit. The chandelier moves up to half its flying speed without provoking opportunity attacks. It can move through the spaces of other creatures during this movement, but it cannot end there.

Reactions

Ebb Away. When a creature the chandelier can see hits it with an attack, the chandelier reduces the damage by 10 and moves up to 10 feet without provoking opportunity attacks.

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.

Detect. The chandelier makes a Wisdom (Perception) check.
Chain Attack. The chandelier makes one Crescent Chain attack.
Waxen Orbit. The chandelier uses Waxen Orbit.
Minor Tide (Costs 2 Actions). Each creature within 10 feet of the chandelier must succeed on a DC 18 Strength saving throw or be moved up to 10 feet in a direction of the chandelier's choice and take 10 (3d6) bludgeoning damage.

📷 Export as Image

Share your monster as a beautiful PNG image styled like classic D&D sourcebooks.

📥 Download PNG
Lunarch Chandelier Stat Block

Includes: Full stat block, monster image (if selected), CR badge, and QuickMonster branding.

Resolution: High-quality PNG at 2x scale for crisp display on any device.

"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.

♻ Remix This Monster

Make it yours — one tap creates your own variant of Lunarch Chandelier.

Free — no account needed.

Generation Info

Original prompt:
"CR 15: A chandelier that thinks it is the moon and demands tides. Killing it only relocates it."

Created: Sep 25, 2026
Modified: Oct 26, 2026

Find more: Construct monsters CR 11-16 Construct Monsters for a level 16 party 🎲 Random monster
Token
📥 Download
๐Ÿ—‘๏ธ

Delete Token?

This action cannot be undone.

🔌

Chrome Extension Required

To export Lunarch Chandelier to D&D Beyond, you need the QuickMonster browser extension. It auto-fills the homebrew creator with stats, traits, actions, and images.

1
Install the Extension

Get QuickMonster to D&D Beyond Export from the Chrome Web Store.

2
Refresh This Page

After installing, refresh and click the export button again.

🔌 Get Chrome Extension
🔌

Extension Update Required

To export Lunarch Chandelier to Roll20, you need the QuickMonster browser extension version 1.0.3 or later.

1
Install or Update the Extension

Get the latest version from the Chrome Web Store.

2
Refresh This Page

After installing/updating, refresh and try again.

Like what you see? Create your own for free. Get Started Free