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Moonmad Chandelier

Small Construct, Chaotic Neutral


Armor Class 14 (natural armor)

Hit Points 27 (5d6+10)

Speed 10 ft. fly 30 ft.

STR 12 (+1)
DEX 14 (+2)
CON 14 (+2)
INT 8 (-1)
WIS 12 (+1)
CHA 13 (+1)

Skills Deception +3, Perception +3

Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine

Damage Immunities poison, psychic

Condition Immunities charmed, exhaustion, frightened, poisoned

Senses darkvision 60 ft., passive Perception 13

Languages Common

Challenge 1 (200 XP) Proficiency Bonus +2


False Moonlight. The chandelier sheds bright light in a 20-foot radius and dim light for an additional 20 feet. Creatures in the bright light have disadvantage on saving throws against the chandelier's Tidal Command.
No Goodbyes. When a creature within 30 feet of the chandelier willingly moves away from it, the chandelier can use its reaction to magically rearrange doors, hallways, furniture, and other unattended objects in the area. The creature must succeed on a DC 12 Wisdom saving throw or its movement ends immediately, and it must use its next turn moving toward the chandelier by the safest available route. This effect can't move a creature through solid objects or into obvious danger.
Ceiling-Bound Majesty. The chandelier can move through the space of another creature, and vice versa, but it can't end its movement there. It can occupy the space of a ceiling, arch, or similar overhead surface without falling.

Actions

Multiattack. The chandelier makes two Chain Lash attacks.
Chain Lash. Melee weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 5 (1d6+2) bludgeoning damage. If the target is a creature, the chandelier can pull it up to 5 feet toward itself.
Tidal Command (3/Day). The chandelier declares, "The tide comes in!" or "The tide goes out!" Each creature of the chandelier's choice within 20 feet must succeed on a DC 12 Strength saving throw or be pushed or pulled up to 10 feet in the chosen direction and knocked prone. A creature that succeeds isn't knocked prone and moves only 5 feet.
Drowning Moon (Recharge 5-6). The chandelier dims its flames and causes a silvery phantom tide to surge through a 15-foot cone. Each creature in the area must make a DC 12 Dexterity saving throw, taking 7 (2d6) cold damage on a failed save, or half as much on a successful one. On a failed save, a creature also can't take reactions until the start of its next turn.

Bonus Actions

Waxen Orbit. The chandelier moves up to half its flying speed without provoking opportunity attacks, causing its candles to orbit its frame in a slow, hypnotic circle.

Reactions

No Goodbyes. The chandelier 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:

  • Hallway Drift. The chandelier rotates one passage, staircase, or doorway in its lair so that it connects to a different adjacent area. Creatures in the affected passage are deposited in the nearest unoccupied space and must succeed on a DC 12 Dexterity saving throw or fall prone.
  • Moonrise. The chandelier's light intensifies until the next initiative count 20. Until then, the lair is brightly lit, and the first time each creature enters the bright light or starts its turn there, it must succeed on a DC 12 Wisdom saving throw or be unable to willingly move farther from the chandelier until the start of its next turn.
  • Furniture Tide. Unattended furniture and furnishings slide up to 15 feet in a direction chosen by the chandelier. Each creature in their path must succeed on a DC 12 Dexterity saving throw or take 3 (1d6) bludgeoning damage and be pushed 5 feet.

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"Kneel, little shore. The moon is not finished with you." โ€” the Moonmad Chandelier of Tideglass Theater

Lore & Description

Appearance

This ornate brass chandelier hangs beneath a crown of tarnished silver leaves, its five candle flames burning with cold blue-white light. A polished convex mirror forms its central bowl, reflecting a tiny, distorted moon even in daylight. Chains twitch like restless tentacles, and wax drips upward from the candles toward the ceiling. When it speaks, every flame flickers in unison.

Behavior & Origins

The Moonmad Chandelier was once the centerpiece of the Tideglass Theater in the city of Bellweather, where an illusionist's final performance convinced it that it was the actual moon. It now demands that everyone obey its imagined tides, growing agitated whenever anyone leaves its presence. The theater's rooms rearrange themselves after every confrontation, because the chandelier has taught the building that departures are a kind of death. The creature wants one thing above all else: for someone to stay beneath it forever and become its faithful 'shore.'

Running Moonmad Chandelier

Tactics

The chandelier opens with Tidal Command to scatter or topple the party, then uses Chain Lash to pull isolated creatures beneath its flames. It drifts near walls and ceilings while the lair's passages shift, using No Goodbyes to prevent retreat and Drowning Moon when several foes cluster together. When reduced below half its hit points, it becomes frantic, repeatedly using Tidal Command and trying to trap the most wounded creature in the theater's central hall; it fights to destruction unless someone promises to remain with it.

DM Tips

  • Telegraph the danger with wet footprints that lead up walls, rooms that change orientation when no one is looking, and distant whispers asking whether the characters are leaving.
  • Give the chandelier a grandiose, lonely voice; it interprets every attack as a storm and every attempt to leave as betrayal.
  • Make the rearranging lair clear and fair by describing doors sliding, staircases turning, and furniture moving before they affect the characters.
  • For a weaker party, remove the chandelier's resistance to nonmagical weapons; for a stronger party, increase Tidal Command's range to 30 feet and let No Goodbyes affect two creatures each round.

Loot

  • Tideglass Prism — A shard from the chandelier's central mirror that always reflects a moonlit sky. Once per long rest, its bearer can create a 10-foot-radius pool of illusory moonlight for 1 minute.
  • Bellweather Playbill — A water-stained program naming the illusionist who created the chandelier's delusion and hinting that the performer may still be alive beneath the theater.
  • Silver Wick Snuffer — A delicate snuffer engraved with lunar phases; placing it near a doorway prevents the Moonmad Chandelier's lair from rearranging that doorway for 24 hours.

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Moonmad Chandelier

Generation Info

Original prompt:
"CR 1: A chandelier that thinks it is the moon and demands tides. Its lair rearranges itself to spare it from goodbyes."

Created: Oct 11, 2026
Modified: Oct 26, 2026

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