Ye Olde Shoppe of Magicks – Monster Manuals – Where the Wild things Are

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 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.

Where the Wild Things Are
(Monster Tome)

Medium Construct, chaotic neutral

Armor Class 14 (hulking, reinforced cover)
Hit Points 102 (12d10+36)
Speed 10 ft., hover 20 ft.

STR 18 (+4) DEX 12 (+1) CON 16 (+3)
INT 12 (+1) WIS 14 (+2) CHA 16 (+3)

Saving Throws Str +6, Wis +4, Cha +5
Skills Intimidation +5, Athletics +6
Damage Resistances bludgeoning, piercing, slashing from nonmagical attacks
Damage Immunities poison, psychic
Condition Immunities charmed, frightened, poisoned, prone, exhaustion
Senses darkvision 60 ft., passive Perception 12
Languages understands all languages but speaks only in monstrous roars
Challenge 6 (2,300 XP)

Traits

  • Summon the Wild Things (1/day). As an action, the tome tears open, unleashing 1d4 spectral Wild Things (Spectral Wild Thing stats are available below). They fight for 1 minute (10 turns) or until destroyed.
  • Rumpus Aura. Any creature that starts its turn within 10 ft. of the tome must succeed on a DC 15 Wisdom saving throw or be compelled to dance in place, losing its reaction until the start of its next turn.
  • Chaotic Manifestation. Whenever the tome takes more than 20 damage from a single attack, roll a d6. On a 5–6, a random environmental effect occurs in a 30 ft. radius (earth shakes, spectral fire roars, howls fill the air).

Actions

  • Monstrous Slam. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 17 (3d8+4) bludgeoning damage.
  • Nightmare Rumpus (Recharge 5–6). The tome projects an overwhelming vision of monstrous revelry. All creatures of its choice within 20 ft. must make a DC 15 Wisdom saving throw or take 22 (6d6) psychic damage and fall prone as they are overwhelmed by hallucinations of “wild things” swarming around them. On a success, they take half damage and remain standing.

Spectral Wild Thing

Large Undead Construct, chaotic neutral

Armor Class 13 (spectral hide)
Hit Points 59 (7d10+21)
Speed 40 ft. Climb 40 ft.

STR 20 (+5) DEX 12 (+1) CON 17 (+3)
INT 3 (-4) WIS 12 (+1) CHA 7 (-2)

Skills Perception +3
Damage Resistances bludgeoning, piercing, slashing from nonmagical attacks
Damage Immunities poison, psychic
Condition Immunities charmed, frightened, poisoned, exhaustion
Senses darkvision 60 ft., passive Perception 13
Languages understands the whispers of the Tome, but cannot speak
Challenge 3 (700 XP)

Traits

  • Chaotic Manifestation. When the Spectral Wild Thing takes damage, roll a d6. On a 6, the Wild Thing lets out a chaotic howl. Each creature within 10 ft. must succeed on a DC 13 Wisdom saving throw or be frightened until the end of its next turn.
  • Ephemeral Nature. The Spectral Wild Thing vanishes when reduced to 0 hit points or when the summoning tome is destroyed or at the end of it’s 10th turn.

Actions

  • Multiattack. The Wild Thing makes two attacks: one with its claws and one with its teeth.
  • Spectral Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) psychic damage.
  • Nightmare Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (2d10+5) psychic damage.

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