Tide-Mad Moonchandelier
Armor Class 15 (iron ribs and crystal arms)
Hit Points 45 (6d8+18)
Speed 10 ft. fly 30 ft.
Saving Throws Wis +3
Skills Perception +3, Persuasion +4
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison, psychic
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
Senses darkvision 60 ft., passive Perception 13
Languages Common
Challenge 2 (450 XP) Proficiency Bonus +2
Actions
Bonus Actions
Reactions
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:
- Corridor of Return. One doorway, staircase, or corridor within the lair bends and rearranges. Until initiative count 20 on the next round, a passage chosen by the moonchandelier leads back toward the chandelier instead of where it normally would. Creatures can recognize the distortion with a successful DC 13 Intelligence (Investigation) check.
- Rising Floor. A section of floor or furniture surges like a wave in a 15-foot-long, 5-foot-wide line. Creatures in the line must succeed on a DC 12 Dexterity saving throw or be moved 10 feet and knocked prone.
- False Dawn. The lair's light abruptly brightens. Each creature of the moonchandelier's choice within 30 feet must succeed on a DC 12 Constitution saving throw or have disadvantage on its next attack roll before the end of its next turn.
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"Do not turn your back on the sky. The tide is listening." โ scratched into the doors of Lantern Hall
Lore & Description
Appearance
This animated chandelier hangs from no ceiling, drifting through the air as though suspended in invisible water. Its black-iron frame is curled into six crescent arms, each holding a cloudy blue crystal flame. A polished silver basin forms its central body, reflecting an oversized, pale disk that is not actually the moon. Chains trail behind it like limp seaweed, chiming softly whenever it changes direction. Its light waxes and wanes in uneven phases, and every crystal flame casts shadows that point toward the nearest exit.
Behavior & Origins
The tide-mad moonchandelier was once the centerpiece of the Lantern Hall in the abandoned seaside manor of Lady Merrow Vane. During a lunar eclipse, a grieving astrologer enchanted it to keep watch over her drowned son, teaching it that the moon commands the sea and that departures are merely tides in disguise. Now it demands that all water rise and fall on its schedule, shouting phases and moonrise times at anyone who enters. The manor's rooms rearrange themselves to prevent visitors from leaving, because the chandelier believes every farewell is an insult to the moon. A DM can place it in Lantern Hall, where the vanished Lady Vane's ghost wants the chandelier recovered before it floods the nearby village of Bellwake.
Running Tide-Mad Moonchandelier
Tactics
The moonchandelier opens with Tidal Decree to scatter intruders, then uses its floating movement to remain above furniture, balconies, and flooded sections of floor while firing Crystal Rays. It uses Crescent Flare when several creatures cluster together and triggers No Goodbyes whenever a foe attempts to flee. When reduced below half its hit points, it dims itself, retreats through rearranged passages, and fights to the death if anyone threatens to extinguish its central silver basin.
DM Tips
- Telegraph its presence with pale moving light, receding footsteps that return from the wrong corridor, and seawater flowing uphill toward a locked room.
- Roleplay the chandelier as imperious and lonely: it speaks in proclamations, calls creatures 'lesser moons,' and becomes genuinely distressed when anyone says goodbye.
- Use the lair actions to make retreat confusing rather than impossible; describe repeated landmarks so players can solve the manor's shifting layout.
- For a weaker party, reduce its hit points to 30 and remove its resistance to nonmagical weapon damage; for a stronger party, give Tidal Decree a 20-foot radius and let No Goodbyes affect creatures up to 60 feet away.
Loot
- Merrow's Silver Wick — A silver candlewick that never burns down. When lit beside a body of water, it reveals the direction of the nearest person who is thinking about the bearer.
- Half-Moon Crystal — One of the chandelier's cracked blue crystals, worth 75 gp to an astrologer. Once per long rest, it can shed moonlight for 1 hour, revealing invisible footprints in its bright light.
- Bellwake Tide Ledger — A water-stained book recording impossible tides and the name of Lady Merrow Vane's drowned son, providing a clue to the haunting beneath Lantern Hall.