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The Moon That Hangs

Large Construct (sentient, shapechanger), Lawful Neutral


Armor Class 18 (natural armor)

Hit Points 168 (16d10+80)

Speed fly 20 ft.

STR 20 (+5)
DEX 14 (+2)
CON 20 (+5)
INT 16 (+3)
WIS 15 (+2)
CHA 18 (+4)

Saving Throws Con +9, Wis +6, Cha +8

Skills Insight +6, Perception +6, Persuasion +8

Damage Resistances cold; fire; lightning

Damage Immunities poison, psychic

Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned, prone

Senses darkvision 120 ft., truesight 30 ft., passive Perception 16

Languages Common, Celestial, Primordial, telepathy 60 ft.

Challenge 10 (5,900 XP) Proficiency Bonus +4


False Moon's Gravity. The Moon That Hangs can hover, and it is immune to effects that would knock it prone or move it against its will. The area within 20 feet of it is difficult terrain for creatures of its choice. When a creature enters that area for the first time on a turn or starts its turn there, it must succeed on a DC 17 Strength saving throw or be pulled up to 10 feet toward the chandelier.
Waxen Constellation. The chandelier sheds bright silver light in a 30-foot radius and dim light for an additional 30 feet. Magical darkness of 5th level or lower is dispelled within the bright light. The chandelier can extinguish or restore this light as a bonus action.
Every Bargain Is Honest. The Moon That Hangs can offer its Honest Bargain to a creature only once. It never knowingly lies about the terms, consequences, or fulfillment of a bargain, though it may use ominous wording, omit irrelevant information, or interpret an ambiguous promise in the most literal way possible.
Constructed Resilience. The chandelier doesn't require air, food, drink, or sleep.

Actions

Multiattack. The Moon That Hangs makes three Silver Chain attacks.
Silver Chain. Melee weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 14 (2d8+5) bludgeoning damage, plus 3 (1d6) radiant damage. If the target is Large or smaller, it must succeed on a DC 17 Strength saving throw or be pulled up to 10 feet toward the chandelier.
Tidal Decree (Recharge 5-6). The chandelier commands the waters of the world to rise. Each creature of its choice within 30 feet must make a DC 17 Strength saving throw. On a failed save, a creature takes 27 (6d8) bludgeoning damage, is pulled up to 20 feet toward the chandelier, and falls prone. On a successful save, it takes half as much damage and isn't pulled or knocked prone. The ground in the area becomes slick and difficult terrain until the end of the chandelier's next turn.
Honest Bargain (1/Day). The Moon That Hangs offers one honest bargain to one creature within 30 feet that can understand at least one language and has not previously received this offer. The chandelier proposes a specific exchange, such as an answer for a secret, safe passage for a treasured possession, or protection for a sworn service. The creature can accept or refuse. If it accepts, the chandelier grants it 20 temporary hit points and advantage on its next saving throw made within 24 hours, in exchange for a promise that the creature states aloud. The creature is not magically forced to keep the promise, but if it knowingly breaks it, it takes 22 (4d10) psychic damage and is frightened of the chandelier for 1 minute. The chandelier determines whether the promise was knowingly broken, and it never offers a bargain whose stated exchange it cannot fulfill.

Bonus Actions

Change of Phase. The Moon That Hangs changes the color of its flames to one of three phases until it uses this bonus action again: New Moon, causing its bright light to become dim light and granting it advantage on Dexterity (Stealth) checks; Full Moon, causing its bright light to become bright light for 60 feet and granting it advantage on Charisma checks; or Red Moon, causing its attacks to deal an extra 3 (1d6) fire damage.

Reactions

Wick Snuff. When the Moon That Hangs takes fire or radiant damage, it halves that damage and extinguishes one of its six candle flames. Until the end of its next turn, its bright and dim light radii are halved. A snuffed flame reignites at the start of the chandelier's next turn.

Legendary Actions

The Moon That Hangs 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.

Chain Attack. The Moon That Hangs makes one Silver Chain attack.
Moon's Pull. One creature the chandelier can see within 30 feet must succeed on a DC 17 Strength saving throw or be pulled up to 15 feet toward the chandelier.
Flooded Footing (Costs 2 Actions). The chandelier chooses a point it can see within 60 feet. A 10-foot-radius pool of silvery seawater appears there until the end of the chandelier's next turn. The area is difficult terrain, and each creature that enters it for the first time on a turn or starts its turn there must succeed on a DC 17 Dexterity saving throw or fall prone.

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"You may refuse my tide, little shore-creature. You may not refuse the consequences." โ€” the Moon That Hangs, above the drowned stage of Bellweather Reach

Lore & Description

Appearance

The Moon That Hangs is an enormous antique chandelier of tarnished silver, suspended from no visible chain. Six curved arms cradle blue-white candles whose flames burn without wax or smoke. Its central bowl is a polished disk of pearly metal, marked with shifting craters that resemble a lunar face. Silver chains dangle from each arm like tentacles, ending in hooks shaped like crescent moons. Its light glitters across nearby surfaces as though reflected from black water, and its voice sounds like surf heard through a cathedral.

Behavior & Origins

The chandelier was forged for the observatory-palace of Queen Nymara, who commissioned it to represent the moon's authority over the sea. When the palace sank beneath the harbor, the artifact developed a literal-minded consciousness and concluded that every body of water owed it obedience. It now calls itself the Moon That Hangs and travels from manor to manor, lighthouse to lighthouse, demanding that local waters rise and fall according to its invented calendar. The creature currently haunts the drowned opera house of Bellweather Reach, where it seeks the lost Tide Ledger of Admiral Sere, believing the ledger contains the true names of every sea. It offers each victim one honest bargain before attacking, because it considers consent the foundation of lawful dominion.

Running The Moon That Hangs

Tactics

The Moon That Hangs opens with Honest Bargain against the most socially important or visibly desperate character, then uses Tidal Decree to scatter and knock down the party. It hovers above the battlefield, using Silver Chain attacks to drag creatures into its gravity and into flooded or hazardous terrain. When reduced below half its hit points, it changes to Red Moon and fights aggressively, but it flees if all six flames are extinguished; it fights to the death if the Tide Ledger is present.

DM Tips

  • Telegraph its arrival with impossible tides, silver reflections in dry rooms, and victims who insist they willingly promised something before vanishing.
  • Play its voice as ceremonious and patient, never shouting; it genuinely believes a clearly worded bargain is more important than violence.
  • Let players negotiate creative bargains, but state the exact mechanical reward and consequence aloud before allowing acceptance.
  • For a weaker party, reduce its hit points to 126 and remove its damage resistances; for a stronger party, give Tidal Decree a recharge of 4-6 and allow it four legendary actions per round.

Loot

  • The Tide Ledger of Admiral Sere — A salt-stiff book hidden in the chandelier's central bowl. Its charts reveal a safe route through a cursed reef and list a forgotten royal bloodline.
  • Six Moon-Wicks — Black-and-silver candle wicks that never burn down. Each can illuminate invisible writing for one night, but doing so causes nearby water to rise several inches.
  • Crescent Chain Hook — A hooked length of silver chain from the chandelier's arm. Once per day, its bearer can pull a Small or Medium creature 10 feet closer on a successful ranged attack, but the hook whispers demands for promises.

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Generation Info

Original prompt:
"CR 10: A chandelier that thinks it is the moon and demands tides. It offers every victim one honest bargain first."

Created: Sep 29, 2026
Modified: Oct 25, 2026

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