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Tide-Mad Moonchandelier

Large Construct, Chaotic Neutral


Armor Class 17 (reinforced silverwork)

Hit Points 168 (16d10+80)

Speed 20 ft. fly 40 ft.

STR 18 (+4)
DEX 14 (+2)
CON 20 (+5)
INT 12 (+1)
WIS 16 (+3)
CHA 18 (+4)

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


False Moon Incarnation. The moonchandelier sheds bright light in a 60-foot radius and dim light for an additional 60 feet. It can extinguish or restore this light at will. While its bright light is active, creatures within 30 feet cannot benefit from invisibility unless they are behind total cover.
Brass Tide Engine. The area within 30 feet of the moonchandelier is difficult terrain for creatures of the chandelier's choice. At the start of each of its turns, it can move each creature in that area up to 10 feet toward or away from it, unless the creature succeeds on a DC 16 Strength saving throw.
The Collection of Last Things. Whenever a creature within 60 feet is reduced to 0 hit points by the moonchandelier, it harvests one odd remnant from that creature: a shadow, final breath, reflection, name, footprint, or similar intangible keepsake. The remnant appears as a tiny luminous bead among its candles. A creature whose remnant is collected cannot regain hit points until the moonchandelier is destroyed or releases it. The chandelier can release a collected remnant as a bonus action, restoring the creature's ability to regain hit points.
Constructed Resilience. The moonchandelier has advantage on saving throws against effects that would knock it prone or move it against its will. It does not need to eat, drink, breathe, or sleep.
Legendary Resistance (3/Day). If the moonchandelier fails a saving throw, it can choose to succeed instead.
Innate Spellcasting. Tide-Mad Moonchandelier's spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, The moonchandelier requires no material components.:
1/day each: dominate monster
3/day each: control water, dimension door, wall of water
At will: dancing lights, minor illusion, shape water

Actions

Multiattack. The moonchandelier makes three Silver Arm attack rolls, or two Silver Arm attacks and one Tidal Glare attack.
Silver Arm. Melee weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 13 (2d8+4) bludgeoning damage, plus 7 (2d6) radiant damage. The chandelier lashes out with a hooked arm of silver and crystal. If the target is Large or smaller, it must succeed on a DC 16 Strength saving throw or be pulled up to 10 feet toward the chandelier.
Tidal Glare. Ranged spell Attack: +8 to hit, range 120 ft., one target. Hit: 22 (4d10) radiant damage. A beam of cold moonlight strikes the target. If the target is concentrating on a spell, it has disadvantage on the resulting concentration saving throw. A creature hit by this attack cannot benefit from being hidden until the end of its next turn.
Demand the Tide (Recharge 5-6). The moonchandelier commands the waters to rise or retreat. Each creature in a 30-foot-radius sphere centered on a point within 120 feet must make a DC 16 Strength saving throw. On a failed save, a creature takes 27 (6d8) bludgeoning damage, is moved up to 20 feet in a direction chosen by the moonchandelier, and falls prone. On a successful save, it takes half damage and is not moved or knocked prone. The area then becomes difficult terrain until the end of the moonchandelier's next turn.
Harvest the Oddment (3/Day). The moonchandelier targets one creature within 60 feet that has 50 hit points or fewer. The target must succeed on a DC 16 Charisma saving throw or take 22 (4d10) psychic damage and lose one strange remnant chosen by the moonchandelier, such as its reflection, shadow, voice, scent, or footprint, for 24 hours. While missing the remnant, the creature has disadvantage on one type of ability check chosen by the DM. If this reduces the target to 0 hit points, the moonchandelier collects that remnant permanently.

Bonus Actions

Change of Phase. The moonchandelier changes its illumination to new moon, half moon, or full moon. New moon extinguishes its bright and dim light until the start of its next turn and gives it advantage on Dexterity (Stealth) checks. Half moon dims its bright light to 30 feet and lets the chandelier teleport up to 30 feet to an unoccupied space it can see. Full moon restores its normal light and causes one creature of its choice within 30 feet to glow until the start of the chandelier's next turn; attacks against that creature have advantage.

Reactions

Ebbing Reflection. When the moonchandelier is hit by an attack while within 60 feet of a reflective surface or body of water, it halves the attack's damage and teleports to an unoccupied space within 15 feet of that surface.

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.

Silver Arm. The moonchandelier makes one Silver Arm attack.
Moonlit Drift. The moonchandelier flies up to half its flying speed without provoking opportunity attacks.
Pull the Shore (Costs 2 Actions). Each creature within 15 feet must succeed on a DC 16 Strength saving throw or be pulled up to 15 feet toward the moonchandelier and take 7 (2d6) bludgeoning damage.
Collect a Glimmer (Costs 3 Actions). One creature within 30 feet that has 20 hit points or fewer must succeed on a DC 16 Charisma saving throw or become blinded until the end of its next turn. If it is reduced to 0 hit points before the end of its next turn, the moonchandelier collects its reflection.

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 reflectionโ€”only 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.

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Tide-Mad Moonchandelier

Generation Info

Original prompt:
"CR 10: A chandelier that thinks it is the moon and demands tides. It collects something odd from every creature it defeats."

Created: Oct 14, 2026
Modified: Oct 27, 2026

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