Ye Olde Shoppe of Magicks – Monster Manuals – Inferno

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.

Inferno
(Book Monster)

Medium Construct, Chaotic Evil

Armor Class 12 (charred leather binding)
Hit Points 60 (8d10+16)
Speed 10 ft., hover 30 ft.

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

Saving Throws Dex +4, Con +4
Damage Resistances bludgeoning, piercing, slashing from nonmagical attacks
Damage Immunities fire, poison
Damage Vulnerabilities cold
Condition Immunities charmed, frightened, poisoned, prone, exhaustion
Senses darkvision 60 ft., passive Perception 11
Languages understands Common, cannot speak
Challenge 4 (1,100 XP)

Traits

  • Burning Aura. Any creature that starts its turn within 5 ft. of Inferno takes 3 (1d6) fire damage.
  • Smoldering Form. When reduced to 0 hit points, the tome explodes in fiery embers. Each creature within 10 ft. must make a DC 14 Dexterity saving throw, taking 9 (2d8) fire damage on a failed save, or half on a success.

Actions

  • Flame Burst. Melee Spell Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d8) fire damage. Target ignites, taking 1d6 fire damage at the start of its turn until it or an ally spends an action to extinguish the flames.
  • Burning Hands (Recharge 5–6). The tome releases a fan of fire in a 15 ft. cone. Each creature in the area must make a DC 13 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much on a success.
  • Fire Bolt. Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 10 (2d10) fire damage.

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