The Demanding Moon-Chandelier
Armor Class 19 (enchanted silverwork)
Hit Points 225 (18d10+126)
Speed fly 40 ft.
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
Actions
Bonus Actions
Reactions
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.
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.