Many older players are probably familiar with the Tale of Eric and the Dread Gazebo. For those of my readers who are not here is the Reader’s Digest version…
The tale features a player who misunderstands the gamemaster’s description of a gazebo on a small hill, mistakenly assuming it to be some kind of monster in the game. After asking the gamemaster its color, size and distance from the group, the player attempts to call out to the gazebo. When it fails to respond, he looses an arrow at it, to little effect. (“There is now a gazebo with an arrow sticking out of it.”) By the end of the encounter the player, lacking the means to harm the gazebo, opts to flee in desperation. The frustrated game master retaliates by humoring the player’s misconception and announcing that the gazebo has awakened to capture and consume the player.
Nevets is proud to bring the DMs who love to mess with their players, A Gazebo Monster

A Gazebo Monster
Huge monstrosity, unaligned
Armor Class 14 (hardwood plating)
Hit Points 136 (16d12 + 32)
Speed 5 ft. (per hour), burrow 5 ft. per hour when rooting into the ground
STR 20 (+5) | DEX 3 (–4) | CON 15 (+2)
INT 4 (–3) | WIS 12 (+1) | CHA 6 (–2)
Saving Throws Con +5, Wis +4
Skills Stealth +2 (when pretending to be a structure), Perception +4
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Vulnerabilities fire, termites, siege damage
Condition Immunities charmed, deafened, frightened, paralyzed, poisoned, prone
Senses tremorsense 60 ft., passive Perception 14
Languages understands Common, screams but cannot speak
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits
- Architectural Ambush.
While motionless, the Monster Gazebo is indistinguishable from an ordinary structure. A creature that observes it must succeed on a DC 18 Intelligence (Investigation) or Wisdom (Perception) check to notice faint movements or the subtle scent of decay within. - Lure of Shelter.
When a creature moves within 10 feet of the gazebo, the monster emits a faint, welcoming glow and the scent of fresh rain. Each creature of the gazebo’s choice that can see it must succeed on a DC 15 Wisdom saving throw or be charmed until the end of the gazebo’s next turn. A charmed creature must move toward the gazebo and may enter it, believing it to offer safety or rest.- If a creature enters the gazebo’s interior, the trap springs: the roof splits open, and the structure’s wooden “teeth” and vines snap shut around the victim. The creature is grappled and restrained (escape DC 15) and takes 14 (4d6) bludgeoning + 10 (3d6) acid damage at the start of each of its turns while trapped inside.
- If the gazebo is destroyed or the victim escapes, the creature is expelled prone in the nearest empty space, slicked with sap and splinters.
- Rooted Horror.
The gazebo’s support posts can extend deep into the soil, draining nutrients from corpses buried beneath or unlucky guests above. Each dawn, it regains 2d10 hit points if at least one creature has died within 10 feet of it in the last 24 hours. - Slow Crawl.
The gazebo can move only during periods of total darkness or fog, shifting a few feet per hour by uprooting and replanting its foundation. - Immunity to Common Sense.
Any adventurer who knowingly attacks what they think is “just a gazebo” must make a DC 13 Wisdom saving throw. On a failure, they suffer disadvantage on their first attack roll, overcome with doubt and ridicule from fate itself.
Actions
- Multiattack.
The gazebo makes two attacks with its Pillars or one Devour Interior attack if a creature is inside. - Pillar Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 19 (3d10 + 3) bludgeoning damage.
- Devour Interior.
The gazebo shutters its entryway, trapping any creatures within (DC 16 Dexterity save to escape before closing). Trapped creatures take 14 (4d6) bludgeoning + 10 (3d6) acid damage at the start of each of its turns while trapped inside, as the gazebo’s inner wood secretes digestive resin. - Consume Remains.
As a bonus action, the gazebo absorbs any corpse within 5 ft., regaining 10 hit points.
Description
The Monster Gazebo is a patient predator born from druidic experiments gone wrong — or perhaps from the sheer psychic energy of every adventurer who ever attacked one. It resembles an ordinary gazebo in every way: decorative railing, ornate roof, even inviting benches inside. But its slats breathe. Its pillars flex. Its lattice hums faintly in the dark.
Unwary travelers rest beneath its roof, only for the structure to shudder closed like a wooden jaw. Few realize they are being devoured until the “ceiling” begins to drip sap.
Variant: The Noble Gazebo
A rare, ancient specimen that has gained sentience and remorse. It offers shelter, wisdom, and snacks to travelers — but still occasionally eats one “for old time’s sake.”
Return to Ye Olde Shoppe of Magicks
Members of DnD Beyond can add this item to their campaign
Gazebo base images were built using ChatGPT using prompts by Alien Graphics ©2025 Alien Graphics
All verbiage is ©2025 Alien Graphics and all imagery is ©2025 Alien Graphics and shared under the CC BY-NC-SA


