The Beast Of Benson Manor

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The Beast of Benson Manor

A 5th edition role playing adventure for level 5 players Pie Rat Press

www.PieRatPress.com

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild. All other original material in this work is copyright 2019 by Pie Rat Press and published under the Community Content Agreement for Dungeon Masters Guild.

wears a hand carved pendant and tells you Sibéal has a matching one.

APPROACHING THE MANOR

The road east of Ballynoe is well traveled and winds through a thick forest. Trees uprooted by a recent storm lie on either side of the road. A wagon lays on its side around a bend up ahead. The wagon has a broken wheel and whatever animals tasked with pulling it are long gone. Searching the surrounding area will reveal an overgrown road that has not been used in many years. Any character that makes a successful DC 12 Survival (Wisdom) check will find signs of recent movement down this path. Characters will need to proceed by foot and the entire road counts as difficult terrain.

T

he Benson family manor has stood for generations on the outskirts of the village of Ballynoe. The manor has fallen into disrepair, wolves stalk the grounds, and the last of the Benson line, Lord Robert, has not been seen in over a decade. He is assumed dead by the locals and due to wild animals that regular drag off wayward travelers, none from Ballynoe have ventured to check.

The sun begins to set as you make your way down the overgrown road. Wolves howl from the woods. As you continue on the path, the howls seem to get closer and more numerous. If the players stop to rest or investigate the surrounding woods, they will be attacked by 2d6 Wolves. The wolves will follow closely until the players reach the end of the forest. The forest comes to an end at a shear cliff.

The truth, however, is far more sinister. On the night of a terrible storm, an old woman sought shelter at the manor. Lord Benson took pity on the crone, inviting her to warm herself by the fire in his den and ordering his servants to prepare a meal. To repay his generosity, the old woman placed a curse on Lord Benson, using an enchanted gem to bind him to her will. Together they imprisoned the servants. One by one they were used to fuel the hags dark rituals, extending her unnaturally long life and transforming the kindly Lord Benson into the monstrous creature he is today. The accursed gem resides somewhere in the manor. A cruel joke by the hag Belladonna, Lord Benson is bound to protect the one thing that can lift his curse.

A long stone bridge crosses the valley below. On the opposite side of the bridge stands a 10 foot tall iron gate set into a stone wall. A massive gothic house stands beyond the gate. The valley floor is a 200 foot drop. The iron gate is unlocked and pushed open easily. The squeal of the rusty gate echoes through the valley below. You enter a court of cracked and worn stone. The darkened manor looms before you and stone gargoyles leer down at you from ledges high above. 10 foot tall iron banded doors stand at the portal to the manor. There are 3 Gargoyles perched along the roof of the manor. The will not attack unless a character attempts to leave the house while Belladonna still lives. The iron banded double doors are not locked and lead to the south entrance to area 1.

GETTING THE PARTY THERE A young man by the name of Yast (LG human Scout) has come from the village of Ballynoe seeking brave adventures. His bride to be, Sibéal, and her merchant father, Morris, never returned from a recent trading trip. Their upturned wagon found on the road through Benson Forest. The locals believe the pair have been dragged off by wolves. Yast believes they may have been driven off the road during a recent storm and sought shelter at the nearby Benson Manor. He begs the party to search for any signs of his beloved and will lead the quest with no hesitation. Yast

BREAKING THE CURSE The curse can be lifted by destroying the stone in area 28. See Lord Benson in Appendix B.

1

FIRST FLOOR

1. GREAT HALL

2. DEN

Polished marble floors and detailed panel walls make up this great hall. Four columns stretch to the ceiling 30 feet above. To the north stand two stone carved lions at the foot of a grand staircase with arched passageways on either side. On the western wall, a large double door of intricately carved wood. To the east, an open doorway with faint light spilling out from the room beyond.

Paintings and tapestries line the walls of this cozy den. A single leather chair and side table sit atop a well worn rug facing the dying fire in a stone hearth built into the northern wall. Mounted on the wall above the hearth is a sword. The blade decorated with gold filigree and a small red gem set in the pommel. The rug and side table are a Rug of Smothering and Animated Table and will attack if a player removes the sword from the wall. This will also trigger “MANOR DEFENSE”.

The western door is barred from the other side and can not be opened. The lions are Gargoyles but will not attack unless triggered (See: “MANOR DEFENSE”) The staircase leads to area 15.

Treasure The Benson Family Sword can be removed from its mount on the wall.

2

6. GARDEN

2 A. A successful DC 18 Investigation (Intelligence) check of the stone hearth will reveal a false stone. Pressing it will cause a section of the northern wall to swing open, revealing a staircase leading to an underground corridor (area B2). Passing through the secret door will also trigger “MANOR DEFENSE”.

A path of cracked stones lead through wild overgrown thorn bushes of what seems to have once been a beautiful rose garden. On the western end of the path, a short staircase leading up to the courtyard. On the eastern end, a monument carved from marble. Creatures Any player with Passive Perception (Wisdom) of 12 or higher will notice movement in the thorn bushes. 8 Needle Blights will attack any players that enter the garden.

3. CORRIDOR A ten foot wide hallway lit by ornate chandeliers. To the east and west are large wooden double doors. At the center of the northern wall stands a door of wrought iron and glass which looks out onto a courtyard. Archways on the south-west and south-east walls lead to the great hall.

Monument Inset on the front of this marble pillar is a bronze plaque inscribed with the following: “In memory of Lady Paige Benson. As long as your roses bloom you shall never be forgotten”

The western door is locked. The lock can be picked with a successful DC 15 Dexterity check, or broken with a DC 20 Strength check.

6 A.

A successful DC 16 Investigation (Intelligence) check of the monument will find a secret latch under the bronze plaque. Pulling the latch will open a trap door at the base of the monument leading to an underground corridor (area B3).

4. LIBRARY Ten foot tall bookshelves line the walls of this brightly lit library. Toward the center of the room are two leather bound chairs, and large writing desks facing the northeast and south-east corners.

7. GARDEN PATH A simple path wraps the north-west of the manor grounds, cutting through a sea of brambles and weeds to the base of a round stone tower. At the base of the tower is a heavy iron door.

Lanterns and candelabras provide bright light to the entire room. Players may spend 10 minutes to search one of the five large bookshelves. For each player that does so, roll on the “LIBRARY ENCOUNTER” table.

The tower door is unlocked.

Treasure A player who searches the north-east desk will find a book “Gateway to the Dark Arts” and one first level spell scroll. A drawer in the south-east desk holds the book “Call of the Wild: A Survival Guide.” See APPENDIX A for details.

8. TOWER A chill rushes out of the damp darkness as the heavy door squeals open. Light spilling in from the doorway reveals a worn staircase wrapping around the tower.

5. COURTYARD

The spiral staircase climbs 50 feet up to area T1. The tower is completely dark.

The courtyard is surrounded by an iron fence, overgrown with weeds from years of neglect. Stairs lead down from a small terrace to the south where two cobweb covered gargoyles perch on each side of a wrought iron and glass door. A third gargoyle sits atop a large stone fountain in the center of the courtyard. A path in the north-west corner leads away from the courtyard, a staircase down to an unkempt garden lies to the east. The stench of putrid water and a strange buzzing seem to come from the fountain.

9. TERRACE An iron fence wraps a stone terrace, looking out over a valley to the west. A simple path lies beyond a gate to the north. Steps at the east lead up to a set of glass doors framed in iron. Beyond the doors, what appears to be a ballroom.

10. BALLROOM

Creatures The three Gargoyles will remain motionless unless triggered. A player who approaches the fountain will be attacked by three Swarms of Insects.

A grand ballroom with polished wood floor and glass domed ceiling. A magnificent chandelier hangs from a chain at the center, with five foot tall wrought iron candelabras circling the room, shedding bright light

3

13. BROOM CLOSET

throughout. A set of iron framed glass doors lead out to a terrace to the west. Intricately carved wooden doors stand to the north and east. An iron draw bar secures the eastern doors.

The door opens into a large closet filled with brooms, mops, and various cleaning supplies.

The eastern door can easily be unlocked and opens into area 1. As the players move further into the ballroom, read the following:

If the door is opened, four Animated Brooms will emerge from area 13 and immediately attack.

14. KITCHEN

Without warning, the chandelier crashes down to the floor. Its 6 arms twist to form legs and staggers toward you, its chain trailing behind like a tail. From the outskirts of the room, the candelabras lurch forward.

The door opens into a well equipped and busy kitchen. Coals burn in a cast iron oven, pots and pans float to a washing basin and a broom sweeps across the floor. Doors lead out of the kitchen on the north, east, and south walls. A trap door rests in the south east corner.

One candelabra will animate and attack for each player. See APPENDIX B for Chandelier and Candelabra.

Four Unseen Servants busy themselves cleaning and are oblivious to the players presence. The north door is stuck closed but can easily be forced open.

11. DINING HALL

14 A.

A twenty foot long dining table sits at the center of the room. Paintings of the countryside line the walls. On the table are trays of cakes, pastry and fruit. At the center, a gold candelabra. Carved wooden doors on the north-east and south-east walls. On the western end of the north wall is a simple swinging door.

The trap door lifts to expose wooden steps that lead to area B1.

15. SERVANT QUARTERS A thick layer of dust coats everything in this small bedroom. The room is empty, except for a simple bed, small chest, and a cobweb covered wardrobe. A faint sound of rustling and squeaking comes from the bed.

None of the doors leading out of this room are locked. If any of the food on the table is taken, a quiet voice will begin to hum a song. If any player approaches the candelabra, the humming will cease.

A Swarm of Rats nest inside the decayed mattress and will ignore the players unless disturbed. Hanging in the wardrobe are moth eaten servant uniforms.

Treasure On the table is a silver ewer (25gp), four silver serving platters (100gp each), two silver goblets inlaid with gold (300gp each), and the gold candelabra (400gp).

Treasure The small chest contains two Potions of Healing.

12. ANTECHAMBER A chamber of polished marble floors and wood paneled walls. Carved wooden doors set to the West and south, a simple door on the northern wall, a set up large wooden doors at the south-east is secured with a drawer bar. Ticking can be heard from a large grandfather clock set in the north-east corner, next to a marble staircase leading to the second floor. Climbing the stairs will lead to area 17. As players approach the northern door, they will hear pounding from the other side.

12 A. A successful DC 16 Investigation (Intelligence) check of the clock will find a latch. Pulling the latch will allow the clock to swing open on hidden hinges and reveal stairs leading down to area B4.

4

SECOND FLOOR

16. LANDING

19. SOLAR

From the landing, stairs lead up to the west and east wings as well as down to the Great Hall.

A fire burns in the hearth on the northern wall of this inviting room. Windows on the western wall look out to the valley bellow. A plush couch faces the fire. Two padded chairs and a small table sit in the center of the room.

17. WAITING AREA A small waiting area with two padded chairs and a wooden door. A short hall leads to the stairs to the east.

20. DINETTE

The door is locked and can be picked with a successful DC 15 Dexterity check.

A short dining table flanked by two chairs stands below a window on the north wall. From the window, the courtyard below can be seen.

18. PRIVATE HALL

21. BEDROOM

A well kept rug stretches the length of this long hallway. Doors line the walls, four wood and one of glass framed with iron. Stairs descend beyond an alcove in the northern wall.

The door opens to a large bedroom filled with elaborate furniture. A plush couch, a large intricately carved wardrobe to the west of the doorway, and an elegant partition screen to the north. A young woman in a simple blue dress sits on the edge of the ornate four post bed. She gasps as you enter the room.

The doors leading to areas 16 and 22 can be unlocked from this hallway. The glass doors lead to a balcony overlooking the courtyard below.

5

Belladonna will attempt to lure the players to a more favorable location before revealing her true nature. If she is confronted in the bedroom, the Wardrobe will animate and come to her defense. A player who looks behind the partition screen will see a tub of polished stone with a ring stained around the inside. A successful DC 12 Perception (Wisdom) or Investigation (Intelligence) ability check will reveal the stain to be blood. A pendant of carved stone will also be found on the floor nearby which matches the one worn by Yast.

THE BEAST REVEALED If either Yast or Morris are with the party when they encounter the young women they do not know this woman but point out she is wearing Sibéal’s dress.

22. BALCONY A waist high stone wall surrounds a large balcony looking over the courtyard below. Deep gouges can be seen along the wall. The gouges are claw marks left by Lord Benson climbing between this balcony and the balcony on the third floor.

23. PARLOR Faint light bleeds through torn heavy curtains covering the windows. Broken furniture scatters the floor and the shredded remnants of a large portrait hangs on the wall. Two wooden doors exit this area and a short hall leads to a grand staircase to the west. The door leading to area 17 is locked from the other side. The door to area 23 is covered in deep scratches.

24. EAST HALL A heavily worn rug stretches the length of this dark hallway. Torn tapestries hang on either side between cobweb covered suits of armor. As soon as a player reaches the center of the hallway the six Animated Armors will immediately attack.

25. STAIRS The door opens to the base of a spiral wooden staircase. Any character that has a Passive Perception (Wisdom) of 12 or more will notice claw marks worn into the stairs.

6

THIRD FLOOR 28. CHAMBER OF LORD BENSON The door creaks open into a large chamber. Tattered curtains blow in a breeze from a balcony beyond shattered door on the north side of the room. Upturned and broken furniture are scattered along the perimeter. On a lone pedestal in the center of the room sits a stone emitting an eerie purple glow. If Lord Benson has not yet been killed, read the following: On the balcony stands a hulking humanoid creature. Torn clothes hang from its fur covered body. It bares its teeth, saliva dripping from massive fangs, and lets out a blood curdling roar before lunging toward you. Lord Benson will not attempt to retreat if encountered in this room and will fight until death. Cursed Stone The stone can be destroyed by dealing 20 points of Force or Radiant damage to it or by casting Dispel Magic with a DC of 20. If destroyed, Lord Benson will revert to his true form of a lawful good Noble.

T1. TOWER CELL At the top of the dark tower stands a cell door. Through the bars you can just barely make out what appears to be a body huddled in the corner. The cell door is locked and can be opened with a successful DC 15 Dexterity check.

Treasure On the table in the center of the room is a Mirror of Sight.

Any attempts to communicate with the body in the corner will be ignored unless the cell is entered. If so, an old and man will be found on the verge of death. With his last breath he whispers: “Please. My daughter. It has her.” The old man is Morris. If he can be revived he will tell the players that he sought shelter in the manor with his daughter. He does not remember much except fading in and out of consciousness while being carried to the tower by a monstrous bear like creature.

26. UPPER LANDING At the top of the spiral staircase stands a wooden door covered in deep claw marks. A foul stench emanates from the other side.

27. VESTIBULE A small vestibule, the stench of death is heavy in the air. Broken furniture, torn clothing, and gnawed bones litter the floor. A door sits slightly ajar on the northern wall.

7

LOWER LEVEL B3. A lever is embedded in the wall at the base of the wooden stairs. Operating the lever shifts the monument in area 6.

B4. Smooth steps carved into the stone lie at one end of a long dark passageway, a faint light flickers to the east. A latch at the top of the stairs opens a door behind the clock in area 12.

B5. B1. STORE-ROOM

The passage opens to a dimly lit cavern with smooth limestone walls. A single lantern hangs from a hook next to a heavy iron door cut into the western wall. Corridors lead away to the north, south, and north west.

The wooden stairs creek as you descend to a musty cellar. Barrels and crates are scattered across the dirt floor. The store room is well stocked with crates of wheat, flour, aged cheeses, and dried meats.

The door is secured with an Arcane Lock spell and requires a successful DC 25 Dexterity check to pick. The hooded lantern on the wall can be removed and has a Continual Flame burning inside.

One of the crates holds 20 bottles of fine wine.

B2.

B6. VAULT

Wooden stairs behind a false wall lead to a carved limestone cavern.

The heavy iron door creaks open to a fifteen by fifteen foot square vault. Two wooden chests and a large ornate trunk sit against the walls.

The staircase leads to a secret door behind the fireplace in area 2.

The vault contains all of Lord Benson’s wealth. Roll twice on the 0-4 and once on the 5-10 treasure hoard tables.

8

APPENDIX A Gateway to the Dark Arts A spell book bound in black leather inscribed with necromancy spells. Two each of First and Second level, one Third level.

LIBRARY ENCOUNTERS 1-10

Nothing of interest is found

11-30

Spell Scroll (Cantrip)

31-50

Spell Scroll (First Level)

51-60

Spell Scroll (Second Level)

61-70

Trapped Book

71-85

Swarm of Animated Books

86-95

Book Golem

96-100

Lord Benson

Call of the Wild: A Survival Guide A field guide covering topics from starting a campfire, to tracking game. A character may use an action searching the guide for relevant information to add 1d6 to the next Survival (Wisdom) Ability Check. Mirror of Sight A silver hand mirror with pearl inlaid handle. A character may change the mirrors reflection to a view of a creature or location known to the character by speaking its name. The image can be viewed for up to 10 minutes before fading away.

Trapped Book You remove a book from the shelf, a rune on the cover begins to glow before exploding in a blinding flash. Each character in a ten foot cube must succeed on a DC 12 Dexterity Saving Throw or be dealt 2d6 Force Damage Swarm of Animated Books Books fly off the shelf, floating in the air before swooping down to attack. See Swarm of Animated Books in APPENDIX B. Book Golem All of the books on this case fly off and stack themselves into a humanoid structure. It rears back to strike. See Book Golem in APPENDIX B. Lord Benson

MANOR DEFENSE

The Library doors fly open with a crash, a gust of wind rushes in snuffing out the candles and lanterns. In the doorway stands the silhouette of a monstrous, humanoid, creature. It releases a terrifying roar and charges toward you.

Many of the animated constructs of the manor will ignore the players unless directly attacked. However, Taking any item, such as the sword in area 2, passing through a locked or secret door by any means, or attacking Belladonna or Lord Benson will cause the player characters to be seen as a threat. All constructs will attack on sight if any of those conditions have been met.

TREASURE CHART Benson Family Sword An ornamental sword with gold filigree on a blunted blade. A red gemstone is set in the pommel. The sword is worth 750 GP.

9

APPENDIX B ACTIONS

BELLADONNA

Multiattack Belladonna makes two Claw attacks or one Tongue attack

The hag Belladonna has existed for centuries, feeding on the flesh of the young and bathing in their blood to extend her horrid life. She will present herself as a kindly young female human to set her prey at ease and only reveal her true form when attacking. Belladonna is shrewd and calculating. She will use thralls to do her dirty work and have a plan of escape if needed.

Claws (Hag Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage. Tongue (Hag Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 4) piercing damage plus 7 (2d6) necrotic damage. Change Shape Belladonna magically polymorphs into a Small or Medium female humanoid, or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying isn't transformed. She reverts to her true form if she dies.

In her true form, Belladonna stands just over 5 feet tall. Her skin is a sickly gray and shriveled, with matted patches of long black hair, decayed teeth filed down to a point, spindly clawed fingers, and a putrid black tongue that darts in and out of her mouth like a serpent.

DEVELOPMENTS

ATTRIBUTES

If killed, her hold on the manor will be broken. All creatures, except Lord Benson, will revert to their inanimate form.

Medium fiend, neutral evil

Armor Class 15 (Natural Armor) Hit Points 113 (15d8+45) Speed 30 ft. STR

DEX

CON

INT

WIS

CHA

18 (+4)

15 (+2)

16 (+3)

16 (+3)

14 (+2)

16 (+3)

Skills Deception +7, Insight +6, Perception +6, Persuasion Damage Resistance Cold, Fire, Bludgeoning, Piercing, And Slashing from Nonmagical Weapons that aren't Silvered Condition Immunities Charmed Senses Darkvision 120 Ft., Passive Perception 16 Languages Abyssal, Common, Infernal, Primordial Challenge 5 (1,800 XP) Innate Spellcasting Belladonna's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). She can innately cast the following spells, requiring no material components: At will: Detect Magic, Ray of Sickness 2/day each: Charm Person, Ray of Enfeeblement 1/day each: Bestow Curse, Animate Object Magic Resistance Belladonna has advantage on saving throws against spells and other magical effects.

10

LORD BENSON Lord Robert Benson was a kind, and generous man before his fateful encounter with Belladonna. What was once a fine nobleman has been transformed into a hulking monster. The creature stands over 8 feet tall, covered in rough fur, a bear-like snout and razor sharp claws. When not in his chamber, he will stalk the manor, scaling walls and passing through hidden passages. Lord Benson will avoid killing unless necessary. Instead, he will strike quickly and attempt to subdue intruders so they can be delivered to his foul master. If Lord Benson is reduced below half his maximum hit points, he will attempt to escape to his chamber to heal.

ATTRIBUTES

Large humanoid, neutral evil

Armor Class 15 (Natural Armor) Hit Points 143 (15d10+75) Speed 40 ft., Climb 40 ft. STR

DEX

CON

INT

WIS

CHA

20 (+5)

14 (+2)

18 (+4)

10 (+0)

12 (+1)

14 (+2)

Saving Throws Str +8, Con +7 Skills Athletics +8, Stealth +5, Intimidation +7 Damage Resistance Bludgeoning, Piercing, And Slashing from Nonmagical Weapons that aren't Silvered Senses Passive Perception 11 Languages Common Challenge 6 (2,300 XP) Keen Smell Lord Benson has advantage on Perception (Wisdom) checks that rely on smell.

BREAKING THE CURSE

Aggressive As a bonus action, Lord Benson can move up to his speed toward an enemy of his choice that he can see or hear. He must end this move closer to the enemy than he started.

If the stone in Area 28 is destroyed Lord Benson will revert to his true form of a lawful good Noble. If she has not already been revealed, Benson will tell you that the young woman in Area 21 is not what she appears to be and is responsible for the horrors that have taken place in the manor. Including the ritual killing of their most recent captive. Benson is too overcome with guilt to leave his room but begs the party to put an end to the evil lurking in his home. He will reward each character with 500 GP if they can complete the task.

Master of the House While in his manor, Lord Benson has advantage on Stealth (Dexterity) checks made to hide.

ACTIONS Multiattack Lord Benson makes two attacks with his Claws and one with its bite.

DEVELOPMENTS

Claws Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.

If killed, any character who searches the body will find a key ring which will unlock all of the manor's doors, including the tower cell (T1) and hidden vault (B6).

Bite Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage.

11

CHANDELIER

CANDELABRA

ATTRIBUTES

ATTRIBUTES

Armor Class 14 (natural armor) Hit Points 153 (18d10+54) Speed 20 ft.

Armor Class 12 (natural armor) Hit Points 55 (10d8 + 10) Speed 30 ft.

Large construct, unaligned

STR

DEX

CON

Medium construct, unaligned

INT

20 (+5) 10 (+0) 16 (+3) 8 (-1)

WIS

CHA

STR

DEX

CON

INT

8 (-1)

1 (-5)

14 (+2) 12 (+1) 12 (+1) 5 (-3)

WIS

CHA

10 (+0) 1 (-5)

Saving Throws Str +11 Skills Athletics +7, Perception +6 Damage Immunities poison, psychic Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses passive Perception 16 Languages understands Common but can not speak Challenge 4 (1,100 XP)

Saving Throws Con +3 Skills Athletics +4, Perception +4 Damage Immunities poison, psychic Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses passive Perception 14 Languages understands Common but can not speak Challenge 1/2 (100 XP)

Antimagic Susceptibility The chandelier is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the chandelier must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.

Antimagic Susceptibility The candelabra is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the candelabra must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.

False Appearance While the chandelier remains motionless, it is indistinguishable from a normal chandelier.

False Appearance While the candelabra remains motionless, it is indistinguishable from a normal candelabra.

ACTIONS

ACTIONS

Multiattack The chandelier makes two Slam attacks and one Chain Whip

Slam Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.

Slam Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. Chain Whip Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (1d12 + 5) bludgeoning damage.

12

SWARM OF ANIMATED BOOKS ATTRIBUTES

Medium swarm of tiny constructs, unaligned

Armor Class 12 (Natural Armor) Hit Points 22 (5d8) Speed 30 ft., fly 30 ft. STR

DEX

CON

INT

3 (-4)

13 (+1) 10 (+0) 1 (-5)

WIS

CHA

7 (-2)

1 (-5)

BOOK GOLEM

Damage Resistance bludgeoning, piercing, slashing Damage Vulnerability fire Damage Immunities poison, psychic Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, exhaustion, poisoned Senses blindsight 10 ft., passive Perception 8 Challenge 1/2 (100 XP)

ATTRIBUTES

Large construct, unaligned

Armor Class 15 Hit Points 102 (12d10 +36) Speed 30 ft.

Antimagic Susceptibility The swarm of books is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the swarm of books must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.

STR

DEX

CON

INT

20 (+5) 12 (+1) 16 (+3) 1 (-5)

WIS

CHA

7 (-2)

1 (-5)

Damage Vulnerability fire Damage Immunities poison, psychic Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, exhaustion, poisoned Senses blindsight 10 ft., passive Perception 8 Challenge 5 (1,800 XP)

False Appearance While the swarm of books remains motionless, it is indistinguishable from a normal collection of books. Innate Spellcasting The swarm can channel the magic of spell books it absorbs (+3 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

Antimagic Susceptibility The golem is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the golem must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.

1/day each: Guiding Bolt, Fire Bolt, Eldritch Blast, Ray of Frost

False Appearance While the golem remains motionless, it is indistinguishable from a normal stack of books

Swarm The swarm can occupy another creature's space and vice versa. The swarm can't regain hit points or gain temporary hit points.

ACTIONS

ACTIONS

Multiattack The book golem makes two Slam attacks

Slam (swarm has more than half HP). Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. Hit: (4d4) bludgeoning damage.

Slam Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 +5) bludgeoning damage.

Slam (swarm has half HP or less). Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. Hit: (2d4) bludgeoning damage.

Paper Storm Sheets of paper fill the air. Each creature within 5 feet of the golem must make a DC 12 Dexterity save or suffer 4d4 slashing damage.

13

WARDROBE ATTRIBUTES

Large construct, unaligned

Armor Class 14 Hit Points 113 (15d10 +30) Speed 20 ft. STR

DEX

CON

INT

17 (+3) 14 (+1) 12 (+2) 4 (-3)

WIS

CHA

10 (+0) 1 (-5)

Saving Throws Str +5, Con +4 Skills Athletics +5, Perception +4 Damage Immunities poison, psychic Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses darkvision 60 ft., passive Perception 14 Languages understands Common but can not speak Challenge 3 (700 XP) Antimagic Susceptibility The wardrobe is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the wardrobe must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.

ADDITIONAL MONSTERS

False Appearance While the armor remains motionless, it is indistinguishable from a normal wardrobe.

ACTIONS Slam Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage. Be My Guest Melee Weapon Attack: +5 to hit, reach 5 ft., one target. On Hit: The creature is grappled escape DC 13 Until this grapple ends, the target is restrained, and blinded, and the wardrobe can't grapple another target. In addition, at the start of each of the target's turns, the target takes 10 (2d6 + 3) bludgeoning damage.

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