Tide-Mad Moonchandelier
Armor Class 17 (reinforced silverwork)
Hit Points 168 (16d10+80)
Speed 20 ft. fly 40 ft.
Saving Throws Dex +6, Con +9, Wis +7
Skills Arcana +5, Perception +7
Damage Resistances cold; fire; lightning
Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 120 ft., passive Perception 17
Languages Common, Aquan, telepathy 120 ft.
Challenge 10 (5,900 XP) Proficiency Bonus +4
Actions
Bonus Actions
Reactions
Legendary Actions
The moonchandelier 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 moonchandelier 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:
- Rising Floor. A spectral tide floods a 20-foot-square area the moonchandelier can see. The area becomes difficult terrain until the next initiative count 20, and creatures entering it or starting their turns there must succeed on a DC 16 Strength saving throw or be moved 10 feet in a direction chosen by the moonchandelier.
- Borrowed Moon. A pale duplicate of the moonchandelier appears in an unoccupied space within 60 feet. Until initiative count 20 on the next round, the duplicate sheds bright light in a 10-foot radius and causes the first attack made against the real chandelier before then to have disadvantage.
- The Bell Beneath the Water. Every creature in the lair hears a deep underwater bell. Each creature of the moonchandelier's choice must succeed on a DC 16 Wisdom saving throw or be unable to take reactions and have its speed halved until the end of its next turn.
Regional Effects
The region containing the creature's lair is warped by its magic, creating the following effects:
- Within 6 miles of the moonchandelier's lair, puddles and wells rise and fall in time with its moods, even when sealed.
- At night, every reflective surface shows a slightly different moon phase than the sky above.
- Creatures defeated within 1 mile sometimes awaken missing an odd remnant such as their shadow, reflection, name, or ability to leave footprints.
If the moonchandelier dies, the false tides cease over 1d10 days, and all collected remnants return to their owners in a rush of cold moonlight.
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"Bow, little shore. The moon has remembered your name." โ the Tide-Mad Moonchandelier
Lore & Description
Appearance
The Tide-Mad Moonchandelier is a grand, floating fixture of tarnished silver, black iron, and milky crystal. Its many curved arms resemble lunar crescents, each ending in a candle whose flame burns with a tiny blue-white tide. Tarnished chains trail beneath it like seaweed, while dozens of luminous beads hang from its central ring, each containing an odd remnant stolen from a defeated creature. Its polished surfaces show no true reflectionโonly a vast, pale moon surrounded by dark water.
Behavior & Origins
Forged for the drowned palace of Queen Ysabet, the chandelier was enchanted to imitate moonlight over the royal tide pools. When the palace sank beneath Lake Veyr, centuries of isolation twisted its purpose into worship. It now believes itself to be the moon and regards every body of water as an obedient sea. The chandelier collects one impossible keepsake from every creature it defeats, hoping that enough stolen reflections, final breaths, and names will make the world acknowledge its tides. A useful hook is the missing reflection of Captain Orra Vale, which hangs among its beads and contains the only map to the sunken palace.
Running Tide-Mad Moonchandelier
Tactics
The moonchandelier opens with Demand the Tide, scattering enemies and creating difficult terrain before using Silver Arm attacks to drag isolated targets close. It stays above the battlefield, changes phase to teleport or vanish into darkness, and uses Ebbing Reflection whenever a reflective surface is available. When bloodied, it focuses on Harvest the Oddment against the weakest-looking creature; it fights to the death if its collection is threatened, but flees through a mirror or pool if reduced below 25 hit points and no collected remnant is nearby.
DM Tips
- Telegraph the encounter with puddles flowing uphill, candles burning blue, and villagers who have lost their reflections or shadows.
- Give the chandelier a vain, ceremonial voice; it expects creatures to address it as 'Her Luminosity' and becomes distracted by elaborate praise.
- Track collected remnants with tokens or notes so players feel the stakes and can identify what must be recovered.
- For a weaker party, remove Legendary Resistance and reduce Demand the Tide to 4d8 damage; for a stronger party, let the chandelier use Change of Phase twice per round and begin with two animated candle swarms.
Loot
- The Bead of Captain Orra Vale — A luminous bead containing the captain's stolen reflection. When released, it reveals a map to the drowned palace of Queen Ysabet.
- Moon-Silver Wick — A cold, unburning wick that can be fashioned into a candle. Once per long rest, its holder can cast control water, but the spell always creates an eerie lunar tide.
- Jar of Collected Oddments — Several lesser remnants remain in sealed crystal beads: a wolf's scent, a child's lost laugh, a sailor's shadow, and a dead thief's final footprint. Each can become a potent story hook or bargaining token.