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Tide-Mad Moonchandelier

Medium Construct, Chaotic Neutral


Armor Class 15 (iron ribs and crystal arms)

Hit Points 45 (6d8+18)

Speed 10 ft. fly 30 ft.

STR 12 (+1)
DEX 14 (+2)
CON 16 (+3)
INT 10 (+0)
WIS 13 (+1)
CHA 15 (+2)

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


Moon-Above-All. The moonchandelier sheds bright light in a 20-foot radius and dim light for an additional 20 feet. It can extinguish or restore this light as a bonus action. While its bright light shines, the moonchandelier has advantage on saving throws against being blinded.
No Goodbyes. When a creature the moonchandelier can see willingly moves more than 30 feet away from it, the moonchandelier can use its reaction to cause the nearest doorway, arch, or passage within 60 feet to twist toward that creature. The creature must succeed on a DC 12 Dexterity saving throw or be moved up to 15 feet toward the moonchandelier, stopping in the nearest unoccupied space. This movement does not provoke opportunity attacks.
Constructed Nature. The moonchandelier doesn't require air, food, drink, or sleep.

Actions

Multiattack. The moonchandelier makes two Crystal Ray attacks.
Crystal Ray. Ranged weapon Attack: +4 to hit, range 60/120 ft., one target. Hit: 6 (1d8+2) radiant damage. A shard of moonlike crystal tears free from one of the chandelier's arms and streaks toward the target.
Tidal Decree. The moonchandelier chooses a point it can see within 60 feet. Each creature within 10 feet of that point must succeed on a DC 12 Strength saving throw or be pushed up to 15 feet in a direction of the moonchandelier's choice and knocked prone. On a successful save, a creature is pushed 5 feet but isn't knocked prone.
Crescent Flare (Recharge 5-6). The moonchandelier releases a silver flash in a 15-foot cone. Each creature in that area must make a DC 12 Constitution saving throw, taking 10 (3d6) radiant damage and becoming blinded until the end of its next turn on a failed save, or taking half as much damage and avoiding blindness on a successful one.

Bonus Actions

Change of Phase. The moonchandelier shifts its glow between new, half, and full. Until the start of its next turn, it can move through a space as narrow as 1 inch without squeezing, or its bright light increases to a 40-foot radius. It chooses one effect each time it uses this bonus action.

Reactions

No Goodbyes. The moonchandelier uses its No Goodbyes trait.

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.

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Tide-Mad Moonchandelier

Generation Info

Original prompt:
"CR 2: A chandelier that thinks it is the moon and demands tides. Its lair rearranges itself to spare it from goodbyes."

Created: Oct 5, 2026
Modified: Oct 26, 2026

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