Here Be Taverns

  • Taverns
  • Characters
  • Magic Items
  • Mundane Items
  • Potions
  • Spells
  • Monsters
  • Angels
  • Vikings
  • Traps
  • Plot Hooks
  • Landmarks
  • FactionsPREMIUM
  • TownsPREMIUM
  • EncountersPREMIUM
  • All generators …
  • Oracle
  • Sword & Source Blog
  • Sign up
  • Created by Sword & Source
Here Be Taverns
Join the Discord
Oracle
  1. SRDs/
  2. D&D 5th Edition/
  3. Monsters/
  4. Weirding Scroll/

Weirding Scroll

Weirding Scroll

Tiny construct, unaligned
  • Armor Class 10 (undefined)
  • Hit Points 27 (6d4+12)
  • Speed 0 ft., fly 10 ft.
  • STR
    1 (-5)
  • DEX
    10 (+0)
  • CON
    15 (+2)
  • INT
    16 (+3)
  • WIS
    10 (+0)
  • CHA
    8 (-1)
  • Saving Throws Wis +2
  • Skills Deception +5
  • Damage Vulnerabilities fire
  • Damage Resistances cold; bludgeoning, piercing, and slashing damage from nonmagical attacks
  • Damage Immunities poison, psychic
  • Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned
  • Senses blindsight 60 ft. (blind beyond this radius), passive perception 10
  • Languages all, telepathy 120 ft.
  • Challenge 1/2 (100 XP)
  • Antimagic Susceptibility. The weirding scroll is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the weirding scroll must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
  • False Appearance. While the weirding scroll remains motionless, it is indistinguishable from a normal scroll.

Actions

  • Dominate. A weirding scroll beguiles one humanoid that it can see within 30 feet. The target must succeed on a DC 13 Wisdom saving throw or be charmed for 1 hour. The charmed creature obeys the telepathic commands of the weirding scroll to the best of its ability. This action works like the dominate person spell, except the weirding scroll doesn't need to concentrate to maintain the domination, and it can't take total and precise control of the target. The weirding scroll can have only one humanoid under its control at one time. If it dominates another, the effect on the previous target ends.
  • Tendril of Light. Melee Spell Attack: +5 to hit, reach 10 ft., one target. Hit: 3 (1d6) psychic damage plus 3 (1d6) radiant damage.

Here Be Taverns creates simple random generators for busy Game Masters.
Try our monster generator for free!

All SRD content is licensed under OGL 1.0a, with material from Wizards of the Coast, Tome of Beasts, and Creature Codex.

Tools and articles for TTRPG Fans

Sword & Source creates tools and content for Game Masters, Worldbuilders,
and Tabletop Roleplaying Fanatics.
Subscribe to our newsletter to explore fantasy gaming, improve your skills,
and get advanced access to future projects.

Random Generators

  • Taverns
  • Characters
  • Magic Items
  • Mundane Items
  • Potions
  • Spells
  • Monsters
  • Angels
  • Vikings
  • Traps
  • Plot Hooks
  • Landmarks
  • Factions
  • Towns
  • Encounters
  • Browse all generators

Resources for Game Masters

  • Storycraft - Mobile game for creative adventures with friends
  • Sword & Source - TTRPG Blog & Newsletter
  • LegendKeeper - Collaborative Worldbuilding Software
  • Quickstart Guide to Game Mastering
  • Novus Bestiary - 5e Monster Myths

ROMANTASY GAMES

  • Runes & Romance - Choose your romantasy story

Errata

  • Premium Generators
  • See what's new
  • SRDs
  • Want to use some content?
  • Privacy policy
  • Send feedback or say hi

  • Here Be Taverns is a project by
    Sword & Source
“Winter is coming.”
– George R.R. Martin, A Game of Thrones

Printed from www.herebetaverns.com

Here Be Taverns is a project by Sword & Source
Visit www.swordandsource.ca for more RPG resources