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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

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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 The sun begins to set as you make your way down the
manor has fallen into disrepair, wolves stalk the overgrown road. Wolves howl from the woods. As you
grounds, and the last of the Benson line, Lord Robert, has continue on the path, the howls seem to get closer and
not been seen in over a decade. He is assumed dead by the more numerous.
locals and due to wild animals that regular drag off
If the players stop to rest or investigate the surrounding
wayward travelers, none from Ballynoe have ventured to
woods, they will be attacked by 2d6 Wolves. The wolves will
check.
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. A long stone bridge crosses the valley below. On the
Lord Benson took pity on the crone, inviting her to warm opposite side of the bridge stands a 10 foot tall iron gate
herself by the fire in his den and ordering his servants to set into a stone wall. A massive gothic house stands
prepare a meal. To repay his generosity, the old woman beyond the gate.
placed a curse on Lord Benson, using an enchanted gem to
The valley floor is a 200 foot drop.
bind him to her will. Together they imprisoned the
servants. One by one they were used to fuel the hags dark The iron gate is unlocked and pushed open easily. The
rituals, extending her unnaturally long life and squeal of the rusty gate echoes through the valley below.
transforming the kindly Lord Benson into the monstrous You enter a court of cracked and worn stone. The
creature he is today. The accursed gem resides somewhere darkened manor looms before you and stone gargoyles
in the manor. A cruel joke by the hag Belladonna, Lord leer down at you from ledges high above. 10 foot tall iron
Benson is bound to protect the one thing that can lift his banded doors stand at the portal to the manor.
curse.
There are 3 Gargoyles perched along the roof of the manor.
The will not attack unless a character attempts to leave the
GETTING THE PARTY THERE house while Belladonna still lives. The iron banded double
doors are not locked and lead to the south entrance to area
A young man by the name of Yast (LG human Scout) has 1.
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
BREAKING THE CURSE
wagon found on the road through Benson Forest. The locals
believe the pair have been dragged off by wolves. Yast The curse can be lifted by destroying the stone in area 28.
believes they may have been driven off the road during a See Lord Benson in Appendix B.
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

1
FIRST FLOOR

1. GREAT HALL 2. DEN


Polished marble floors and detailed panel walls make up Paintings and tapestries line the walls of this cozy den. A
this great hall. Four columns stretch to the ceiling 30 feet single leather chair and side table sit atop a well worn rug
above. To the north stand two stone carved lions at the facing the dying fire in a stone hearth built into the
foot of a grand staircase with arched passageways on northern wall. Mounted on the wall above the hearth is a
either side. On the western wall, a large double door of sword. The blade decorated with gold filigree and a small
intricately carved wood. To the east, an open doorway red gem set in the pommel.
with faint light spilling out from the room beyond.
The rug and side table are a Rug of Smothering and
The western door is barred from the other side and can not Animated Table and will attack if a player removes the
be opened. The lions are Gargoyles but will not attack unless sword from the wall. This will also trigger “MANOR DEFENSE”.
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
2 A. 6. GARDEN
A successful DC 18 Investigation (Intelligence) check of the
stone hearth will reveal a false stone. Pressing it will cause a A path of cracked stones lead through wild overgrown
section of the northern wall to swing open, revealing a thorn bushes of what seems to have once been a beautiful
staircase leading to an underground corridor (area B2). rose garden. On the western end of the path, a short
Passing through the secret door will also trigger “MANOR staircase leading up to the courtyard. On the eastern end,
DEFENSE”. a monument carved from marble.

Creatures Any player with Passive Perception (Wisdom) of


3. CORRIDOR 12 or higher will notice movement in the thorn bushes. 8
Needle Blights will attack any players that enter the garden.
A ten foot wide hallway lit by ornate chandeliers. To the
east and west are large wooden double doors. At the
Monument Inset on the front of this marble pillar is a
center of the northern wall stands a door of wrought iron
bronze plaque inscribed with the following:
and glass which looks out onto a courtyard. Archways on
the south-west and south-east walls lead to the great hall. “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
4. LIBRARY monument will find a secret latch under the bronze plaque.
Pulling the latch will open a trap door at the base of the
Ten foot tall bookshelves line the walls of this brightly lit monument leading to an underground corridor (area B3).
library. Toward the center of the room are two leather
bound chairs, and large writing desks facing the north- 7. GARDEN PATH
east and south-east corners.
A simple path wraps the north-west of the manor
Lanterns and candelabras provide bright light to the entire grounds, cutting through a sea of brambles and weeds to
room. Players may spend 10 minutes to search one of the the base of a round stone tower. At the base of the tower is
five large bookshelves. For each player that does so, roll on a heavy iron door.
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 8. TOWER
spell scroll. A drawer in the south-east desk holds the book
“Call of the Wild: A Survival Guide.” See APPENDIX A for A chill rushes out of the damp darkness as the heavy door
details. 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
The courtyard is surrounded by an iron fence, overgrown is completely dark.
with weeds from years of neglect. Stairs lead down from a
small terrace to the south where two cobweb covered 9. TERRACE
gargoyles perch on each side of a wrought iron and glass
door. A third gargoyle sits atop a large stone fountain in An iron fence wraps a stone terrace, looking out over a
the center of the courtyard. A path in the north-west valley to the west. A simple path lies beyond a gate to the
corner leads away from the courtyard, a staircase down to north. Steps at the east lead up to a set of glass doors
an unkempt garden lies to the east. The stench of putrid framed in iron. Beyond the doors, what appears to be a
water and a strange buzzing seem to come from the ballroom.
fountain.

Creatures The three Gargoyles will remain motionless 10. BALLROOM


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
throughout. A set of iron framed glass doors lead out to a 13. BROOM CLOSET
terrace to the west. Intricately carved wooden doors
stand to the north and east. An iron draw bar secures the The door opens into a large closet filled with brooms,
eastern doors. mops, and various cleaning supplies.

The eastern door can easily be unlocked and opens into If the door is opened, four Animated Brooms will emerge
area 1. from area 13 and immediately attack.
As the players move further into the ballroom, read the
following: 14. KITCHEN
Without warning, the chandelier crashes down to the
The door opens into a well equipped and busy kitchen.
floor. Its 6 arms twist to form legs and staggers toward
Coals burn in a cast iron oven, pots and pans float to a
you, its chain trailing behind like a tail. From the outskirts
washing basin and a broom sweeps across the floor. Doors
of the room, the candelabras lurch forward.
lead out of the kitchen on the north, east, and south walls.
One candelabra will animate and attack for each player. See A trap door rests in the south east corner.
APPENDIX B for Chandelier and Candelabra.
Four Unseen Servants busy themselves cleaning and are
oblivious to the players presence. The north door is stuck
11. DINING HALL closed but can easily be forced open.

A twenty foot long dining table sits at the center of the 14 A.


room. Paintings of the countryside line the walls. On the The trap door lifts to expose wooden steps that lead to area
table are trays of cakes, pastry and fruit. At the center, a B1.
gold candelabra. Carved wooden doors on the north-east
and south-east walls. On the western end of the north wall 15. SERVANT QUARTERS
is a simple swinging door.
A thick layer of dust coats everything in this small
None of the doors leading out of this room are locked. If any
bedroom. The room is empty, except for a simple bed,
of the food on the table is taken, a quiet voice will begin to
small chest, and a cobweb covered wardrobe. A faint
hum a song. If any player approaches the candelabra, the
sound of rustling and squeaking comes from the bed.
humming will cease.
A Swarm of Rats nest inside the decayed mattress and will
Treasure On the table is a silver ewer (25gp), four silver ignore the players unless disturbed. Hanging in the
serving platters (100gp each), two silver goblets inlaid with wardrobe are moth eaten servant uniforms.
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 A fire burns in the hearth on the northern wall of this
wings as well as down to the Great Hall. 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
17. WAITING AREA room.

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 A short dining table flanked by two chairs stands below a
15 Dexterity check. window on the north wall. From the window, the
courtyard below can be seen.
18. PRIVATE HALL
A well kept rug stretches the length of this long hallway. 21. BEDROOM
Doors line the walls, four wood and one of glass framed
with iron. Stairs descend beyond an alcove in the The door opens to a large bedroom filled with elaborate
northern wall. furniture. A plush couch, a large intricately carved
wardrobe to the west of the doorway, and an elegant
The doors leading to areas 16 and 22 can be unlocked from partition screen to the north. A young woman in a simple
this hallway. The glass doors lead to a balcony overlooking blue dress sits on the edge of the ornate four post bed. She
the courtyard below. gasps as you enter the room.

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


T1. TOWER CELL points of Force or Radiant damage to it or by casting Dispel
Magic with a DC of 20. If destroyed, Lord Benson will revert
At the top of the dark tower stands a cell door. Through to his true form of a lawful good Noble.
the bars you can just barely make out what appears to be
a body huddled in the corner. The cell door is locked and Treasure On the table in the center of the room is a Mirror
can be opened with a successful DC 15 Dexterity check. 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
The wooden stairs creek as you descend to a musty cellar. to a heavy iron door cut into the western wall. Corridors
Barrels and crates are scattered across the dirt floor. The lead away to the north, south, and north west.
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.
One of the crates holds 20 bottles of fine wine. The hooded lantern on the wall can be removed and has a
Continual Flame burning inside.
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
The staircase leads to a secret door behind the fireplace in trunk sit against the walls.
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
LIBRARY ENCOUNTERS Gateway to the Dark Arts
A spell book bound in black leather inscribed with
necromancy spells. Two each of First and Second level, one
1-10 Nothing of interest is found Third level.
11-30 Spell Scroll (Cantrip)
Call of the Wild: A Survival Guide
31-50 Spell Scroll (First Level) A field guide covering topics from starting a campfire, to
tracking game. A character may use an action searching the
51-60 Spell Scroll (Second Level)
guide for relevant information to add 1d6 to the next
61-70 Trapped Book Survival (Wisdom) Ability Check.
71-85 Swarm of Animated Books
Mirror of Sight
86-95 Book Golem A silver hand mirror with pearl inlaid handle. A character
may change the mirrors reflection to a view of a creature or
96-100 Lord Benson
location known to the character by speaking its name. The
image can be viewed for up to 10 minutes before fading
Trapped Book away.
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 Many of the animated constructs of the manor will ignore
doorway stands the silhouette of a monstrous, humanoid, the players unless directly attacked. However, Taking any
creature. It releases a terrifying roar and charges toward item, such as the sword in area 2, passing through a locked
you. 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
TREASURE CHART conditions have been met.

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 Claws (Hag Form Only). Melee Weapon Attack: +7 to hit,
her horrid life. reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
She will present herself as a kindly young female human to Tongue (Hag Form Only). Melee Weapon Attack: +7 to hit,
set her prey at ease and only reveal her true form when reach 5 ft., one target. Hit: 9 (1d8 + 4) piercing damage plus
attacking. Belladonna is shrewd and calculating. She will 7 (2d6) necrotic damage.
use thralls to do her dirty work and have a plan of escape if
needed. Change Shape Belladonna magically polymorphs into a
Small or Medium female humanoid, or back into her true
In her true form, Belladonna stands just over 5 feet tall. Her form. Her statistics are the same in each form. Any
skin is a sickly gray and shriveled, with matted patches of equipment she is wearing or carrying isn't transformed. She
long black hair, decayed teeth filed down to a point, spindly reverts to her true form if she dies.
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 If the stone in Area 28 is destroyed Lord Benson will revert
hear. He must end this move closer to the enemy than he to his true form of a lawful good Noble. If she has not already
started. been revealed, Benson will tell you that the young woman in
Area 21 is not what she appears to be and is responsible for
Master of the House While in his manor, Lord Benson has the horrors that have taken place in the manor. Including the
advantage on Stealth (Dexterity) checks made to hide. 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
ACTIONS each character with 500 GP if they can complete the task.
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. If killed, any character who searches the body will find a key
Hit: 12 (2d6 + 5) slashing damage. 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
Large construct, unaligned Medium construct, unaligned

Armor Class 14 (natural armor) Armor Class 12 (natural armor)


Hit Points 153 (18d10+54) Hit Points 55 (10d8 + 10)
Speed 20 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 16 (+3) 8 (-1) 8 (-1) 1 (-5) 14 (+2) 12 (+1) 12 (+1) 5 (-3) 10 (+0) 1 (-5)

Saving Throws Str +11 Saving Throws Con +3


Skills Athletics +7, Perception +6 Skills Athletics +4, Perception +4
Damage Immunities poison, psychic Damage Immunities poison, psychic
Condition Immunities charmed, exhaustion, frightened, Condition Immunities charmed, exhaustion, frightened,
paralyzed, petrified, poisoned paralyzed, petrified, poisoned
Senses passive Perception 16 Senses passive Perception 14
Languages understands Common but can not speak Languages understands Common but can not speak
Challenge 4 (1,100 XP) Challenge 1/2 (100 XP)

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

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

ACTIONS ACTIONS

Multiattack The chandelier makes two Slam attacks and one Slam Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Chain Whip 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 WIS CHA


3 (-4) 13 (+1) 10 (+0) 1 (-5) 7 (-2) 1 (-5)

Damage Resistance bludgeoning, piercing, slashing


BOOK GOLEM
Damage Vulnerability fire
Damage Immunities poison, psychic ATTRIBUTES
Condition Immunities charmed, frightened, grappled, Large construct, unaligned
paralyzed, petrified, prone, restrained, exhaustion, poisoned
Senses blindsight 10 ft., passive Perception 8 Armor Class 15
Challenge 1/2 (100 XP) 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 STR DEX CON INT WIS CHA
targeted by dispel magic, the swarm of books must succeed
20 (+5) 12 (+1) 16 (+3) 1 (-5) 7 (-2) 1 (-5)
on a Constitution saving throw against the caster's spell save
DC or fall unconscious for 1 minute.
Damage Vulnerability fire
False Appearance While the swarm of books remains Damage Immunities poison, psychic
motionless, it is indistinguishable from a normal collection Condition Immunities charmed, frightened, grappled,
of books. paralyzed, petrified, prone, restrained, exhaustion, poisoned
Senses blindsight 10 ft., passive Perception 8
Innate Spellcasting The swarm can channel the magic of Challenge 5 (1,800 XP)
spell books it absorbs (+3 to hit with spell attacks). It can
innately cast the following spells, requiring no material Antimagic Susceptibility The golem is incapacitated while
components: in the area of an antimagic field. If targeted by dispel magic,
the golem must succeed on a Constitution saving throw
1/day each: Guiding Bolt, Fire Bolt, Eldritch Blast, Ray of against the caster's spell save DC or fall unconscious for 1
Frost minute.

Swarm The swarm can occupy another creature's space and False Appearance While the golem remains motionless, it is
vice versa. The swarm can't regain hit points or gain indistinguishable from a normal stack of books
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: Slam Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
(4d4) bludgeoning damage. Hit: 14 (2d8 +5) bludgeoning damage.

Slam (swarm has half HP or less). Melee Weapon Attack: +3 Paper Storm Sheets of paper fill the air. Each creature
to hit, reach 0 ft., one target in the swarm's space. Hit: (2d4) within 5 feet of the golem must make a DC 12 Dexterity save
bludgeoning damage. 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 WIS CHA


17 (+3) 14 (+1) 12 (+2) 4 (-3) 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. Scout Monster Manual
Wolf Monster Manual
ACTIONS
Slam Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Gargoyle Monster Manual
Hit: 6 (1d6 + 3) bludgeoning damage. Rug of Smothering Monster Manual
Animated Table Tales from the Yawning Portal
Be My Guest Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. On Hit: The creature is grappled escape DC 13 Until Swarm of Insects Monster Manual
this grapple ends, the target is restrained, and blinded, and Broom of Animated Attack Curse of Strahd
the wardrobe can't grapple another target. In addition, at the
start of each of the target's turns, the target takes 10 (2d6 + Unseen Servant Players Handbook
3) bludgeoning damage. Swarm of Rats Monster Manual
Animated Armor Monster Manual
Noble Monster Manual

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