Ye Olde Shoppe of Magicks – Monster Manuals – Gone with the Wind

In keeping with the Haunted Mansion our party is currently exploring, I came up with a WHOLE haunted library ala Gomez Addams

Encounter Mechanics

  • The books remain inert until one is pulled from the shelf. When disturbed, all eight awaken.
  • They can hover off the ground, flapping like birds. Some have the ability to run.
  • Their CR can be set between 2–3 each (slightly weaker alone, but dangerous as a group).
  • The fight can escalate as more books fall open—giving your party a frantic “stop pulling tomes!” realization.

Encounter Notes

  • Trigger: The fight begins when one book is pulled from the shelf. The rest join after 1 round, 1d4 books at a time, for rising tension.
  • Tactics: Books hover and swarm. “Art of War” boosts the others, “Odyssey” disrupts positioning, “Dracula” heals mid-fight.
  • Party Balance: Facing all 8 at once could overwhelm — consider staggering their arrival for a cinematic escalation.

Gone with the Wind
(Book Monster)

Medium Construct, Chaotic Neutral

Armor Class 13 (fluttering cover)
Hit Points 52 (8d8+16)
Speed 0 ft., hover 40 ft.

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

Saving Throws Dex +5
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities prone
Senses darkvision 60 ft., passive Perception 11
Languages understands Common, cannot speak
Challenge 3 (700 XP)

Traits

  • Whispering Gusts. Creatures of the tome’s choice that start their turn within 10 ft. must succeed on a DC 13 Strength saving throw or be pushed 5 ft. away.
  • Airborne. The tome never touches the ground, and ignores difficult terrain.

Actions

  • Wind Lash. Melee Spell Attack: +5 to hit, reach 10 ft., one target. Hit: 10 (2d6+3) bludgeoning damage. Target must succeed on a DC 13 Strength saving throw or be pushed 10 ft.
  • Gust of Pages (Recharge 5–6). The tome unfurls violently, creating a 30-ft. line of cutting wind. Each creature in the line must succeed on a DC 13 Strength saving throw or take 14 (4d6) slashing damage and be knocked prone (half damage, no prone on a success).

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