Ye Olde Shoppe of Magicks – Monster Manuals – The Odyssey

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.

The Odyssey
(Book Monster)

Medium Construct, chaotic neutral

Armor Class Class 13 (sturdy binding)
Hit Points 58 (9d8+18)
Speed 20 ft., hover 20 ft.

STR 8 (-1) DEX 14 (+2) CON 14 (+2)
INT 12 (+1) WIS 14 (+2) CHA 12 (+1)

Damage Resistances bludgeoning, piercing, slashing from nonmagical attacks
Condition Immunities charmed, frightened, poisoned, prone, exhaustion
Senses darkvision 60 ft., passive Perception 12
Languages understands Common, cannot speak
Challenge 3 (700 XP)

Traits

  • Disorienting Story. At the start of its turn, each creature of the Odyssey’s choice within 10 ft. must succeed on a DC 14 Wisdom saving throw or be disoriented (disadvantage on attack rolls) until the start of its next turn.
  • Endless Wandering. The tome has advantage on saving throws against being restrained or paralyzed.

Actions

  • Narrative Strike. Melee Spell Attack: +5 to hit, reach 10 ft., one target. Hit: 12 (2d8+3) psychic damage as the victim is overwhelmed by endless stories.
  • Confusing Passage (Recharge 5–6). One creature within 30 ft. must succeed on a DC 14 Wisdom saving throw or lose its action on its next turn, lost in the labyrinthine narrative.
  • Misty Step (1/day). The Odyssey Tome teleports up to 30 ft.

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