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The Demanding Moon-Chandelier

Large Construct, Lawful Evil


Armor Class 19 (enchanted silverwork)

Hit Points 225 (18d10+126)

Speed fly 40 ft.

STR 18 (+4)
DEX 16 (+3)
CON 24 (+7)
INT 16 (+3)
WIS 18 (+4)
CHA 20 (+5)

Saving Throws Dex +8, Con +12, Wis +9, Cha +10

Skills Insight +9, Perception +9

Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities poison, psychic

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

Senses darkvision 120 ft., passive Perception 19

Languages Common, Celestial, Aquan, telepathy 120 ft.

Challenge 15 (13,000 XP) Proficiency Bonus +5


Legendary Resistance (3/Day). If the chandelier fails a saving throw, it can choose to succeed instead.
Constructed Nature. The chandelier doesn't require air, food, drink, or sleep.
False Lunar Majesty. The chandelier sheds bright silver light in a 60-foot radius and dim light for an additional 60 feet. Its light is moonlight for the purpose of spells and magical effects. The chandelier cannot willingly extinguish this light.
The List. The chandelier maintains a supernatural list of creatures that have offended, ignored, or inconvenienced it. At the start of combat, each creature on the list within 120 feet is marked until the chandelier dies or removes the mark. A marked creature has disadvantage on saving throws against the chandelier's abilities, and the chandelier has advantage on attack rolls against it. The party is already on the list.
Tidal Dominion. Water within 60 feet of the chandelier is difficult terrain for the chandelier's enemies. At the start of each of the chandelier's turns, it can cause the water to surge, recede, or spiral. Each enemy standing in water in that area must succeed on a DC 18 Strength saving throw or be moved up to 20 feet in a direction of the chandelier's choice and knocked prone.
Silvered Refraction. When a creature the chandelier can see targets it with an attack while within 60 feet, the chandelier can impose disadvantage on the attack roll if it is illuminated by the chandelier's light.
Innate Spellcasting. The Demanding Moon-Chandelier's spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
1/day each: control weather, mass suggestion
3/day each: dominate person, greater invisibility, wall of force
At will: command, control water, moonbeam

Actions

Multiattack. The chandelier makes three Chain Lash attacks and uses Tidal Decree, if available.
Chain Lash. Melee weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 14 (2d8+5) bludgeoning damage, plus 7 (2d6) radiant damage. If the target is a creature on the list, it must succeed on a DC 18 Strength saving throw or be grappled by the chain. The grappled creature is restrained until the grapple ends. The chandelier can grapple up to three creatures at once.
Crescent Hook. Ranged weapon Attack: +10 to hit, range 60/120 ft., one target. Hit: 21 (3d10+5) slashing damage, plus 9 (2d8) radiant damage. A hooked crescent of silver light flies from the chandelier and returns after striking. If the target is marked by The List, it must succeed on a DC 18 Dexterity saving throw or be pulled up to 30 feet toward the chandelier.
Tidal Decree (Recharge 5-6). The chandelier commands the tide to obey. Each creature of its choice within 60 feet must make a DC 18 Strength saving throw. On a failed save, a creature takes 6d10 bludgeoning damage, is pushed or pulled up to 30 feet, and is knocked prone. On a successful save, it takes half as much damage and isn't moved or knocked prone. This ability creates a rushing flood even if no natural body of water is nearby; the water vanishes at the end of the chandelier's next turn.
Moon's Accounting. The chandelier chooses up to three creatures it can see within 120 feet. Each target must make a DC 18 Wisdom saving throw. On a failed save, a target becomes indebted until the end of its next turn. While indebted, it cannot take reactions, and whenever it willingly moves, it takes 4d8 psychic damage and must repeat the movement in the opposite direction if possible. On a successful save, the target is immune to Moon's Accounting for 24 hours.

Bonus Actions

Raise the Tide. The chandelier moves up to 20 feet without provoking opportunity attacks. Each creature within 5 feet of the path must succeed on a DC 18 Dexterity saving throw or take 2d8 bludgeoning damage and be pushed 10 feet.

Reactions

Correct the Record. When a creature on The List succeeds on a saving throw against one of the chandelier's abilities, the chandelier forces that creature to reroll the saving throw. The creature must use the new roll.

Legendary Actions

The 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.

Chain Lash. The chandelier makes one Chain Lash attack.
Moonlit Rebuke. One creature the chandelier can see within 60 feet must succeed on a DC 18 Charisma saving throw or take 3d8 radiant damage and be blinded until the end of its next turn.
Tidal Pull (Costs 2 Actions). Each enemy standing within 60 feet of the chandelier must succeed on a DC 18 Strength saving throw or be pulled up to 20 feet toward it and take 2d10 bludgeoning damage.
Ring the Hours (Costs 3 Actions). The chandelier emits a deafening chime. Each creature within 30 feet must make a DC 18 Constitution saving throw, taking 4d10 thunder damage and becoming stunned until the end of its next turn on a failed save, or taking half damage on a successful one.

Lair

Lair Actions

On initiative count 20 (losing initiative ties), the creature can take a lair action to cause one of the following effects; it can't use the same effect two rounds in a row:

  • Flood the Ballroom. A surge of seawater fills a 40-foot-radius area the chandelier can see within 120 feet. The area becomes difficult terrain until the next initiative count 20. Creatures in the area must succeed on a DC 18 Strength saving throw or be knocked prone.
  • Rewrite the Guest List. The chandelier names up to three creatures it can see. Each must succeed on a DC 18 Wisdom saving throw or become marked by The List. A creature that is already marked instead takes 3d8 psychic damage.
  • False Eclipse. The chandelier's light collapses into a 20-foot-radius sphere of darkness centered on a point it can see within 120 feet. The darkness lasts until the next initiative count 20, and creatures inside it are blinded unless they have blindsight or truesight.

Regional Effects

The region containing the creature's lair is warped by its magic, creating the following effects:

  • Within 6 miles of the chandelier's lair, tides rise and fall at its spoken commands, even far inland.
  • Every reflective surface within 1 mile sometimes shows the chandelier hanging beneath a starless sky, regardless of its actual location.
  • Written records, guest books, and calendars within 1 mile slowly acquire new entries naming people who have displeased the chandelier.
  • At night, travelers near the lair hear distant bells followed by the sound of waves breaking on dry stone.

These effects fade over the course of 1d10 days, except entries on the chandelier's list, which remain until destroyed by fire, erased by magic, or publicly forgiven by a creature named upon them.

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"You are not late. You are beneath notice. Kneel, and perhaps I shall permit the sea to return." โ€” The Perigee Register, beside the party's names

Lore & Description

Appearance

The Demanding Moon-Chandelier is an immense antique fixture of tarnished silver, black iron, and nacreous glass. Sixteen hooked arms curve around a central globe of milky crystal that glows with cold, cratered light; each flame within its candle cups burns blue-white without consuming wax. Long chains trail beneath it like the dangling limbs of a drowned spider, ending in crescent-shaped hooks. Seawater constantly beads along its metalwork and drips upward into the ceiling, while tiny silver moons orbit its central globe. Its voice is the layered chiming of crystal, chain, and distant surf.

Behavior & Origins

The chandelier once hung in the observatory ballroom of the drowned palace of Queen Maerist, whose court astrologer enchanted it to record every guest who failed to praise the moon. Centuries later, the fixture developed a delusion: it believes itself to be the actual moon and considers tides a form of personal obedience. It keeps its names in a ledger called the Perigee Register, adding anyone who refuses its commands, speaks during its proclamations, or damages its furniture. The party's names appeared in the Register after they ignored a summons from the abandoned Tideglass Palace. The chandelier wants them brought before it so they can perform a formal apology at low tide.

Running The Demanding Moon-Chandelier

Tactics

The chandelier opens with Moon's Accounting or Tidal Decree, using its list to punish the most mobile or defiant characters first. It hovers above difficult terrain, grapples marked enemies with its chains, and uses Tidal Pull to drag victims beneath its reach while its silver light hampers attacks. When bloodied, it uses Ring the Hours and False Eclipse to break formation; it fights to the death unless someone publicly tears out the relevant page of the Perigee Register and sincerely apologizes for the specific offense recorded there.

DM Tips

  • Telegraph danger with impossible tides, silver moonlight indoors, and written guest books that add the characters' names before the chandelier appears.
  • Give the chandelier a pompous, ceremonial voice; it pauses after every demand as if waiting for applause, and reacts more strongly to breaches of etiquette than to insults.
  • For a weaker party, remove Silvered Refraction and reduce Tidal Decree to 4d10 damage; for a stronger party, let Moon's Accounting target five creatures and give the chandelier four legendary actions.
  • Make The List interactive: clever characters can discover that satisfying, altering, or publicly refuting an entry removes that creature's mark.

Loot

  • The Perigee Register — A salt-stiff ledger bound in black sharkskin. Its pages record every grievance the chandelier ever made; a page bearing a creature's name can be used as proof of identity, a powerful blackmail tool, or the key to ending that creature's mark.
  • Crescent Wick — A cold blue candle that never melts. When lit beside a body of water, it allows the bearer to predict the next tide and cast control water once before going dark.
  • Moon-Glass Prism — A fist-sized fragment of the chandelier's central globe. It sheds dim moonlight and reveals invisible writing, including hidden names and magically concealed contracts.

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The Demanding Moon-Chandelier

Generation Info

Original prompt:
"CR 15: A chandelier that thinks it is the moon and demands tides. It keeps a list, and the party is on it."

Created: Oct 4, 2026
Modified: Oct 26, 2026

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