You were warned not to sit in any of the chairs or put a coat on any of the racks, but you you didn’t comprehend how many of those you would have to eschew. The shack was only small and this room of it is crowded with dusty end tables, coffee tables, dinner tables, chairs, coat racks, stools, and cabinets. The fey creature you came to speak to bobs between coat racks as it greets you, seeming a little too eager.
Medium Fey, chaotic neutral
Armor Class: 16 (natural armor)
Hit Points: 71 (11d8 + 22)
Speed: 30 ft.
|16 (+3)||13 (+1)||15 (+2)||16 (+3)||14 (+2)||14 (+2)|
Skills: Arcana +5, Deception +4, Perception +4, Stealth +3
Senses: darkvision 60 ft., truesight 10ft., passive Perception 14
Languages: Common, Elvish, Sylvan
Challenge: 3 (700 XP)
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage.
Illusory Appearance. The furnisher covers itself and anything it is wearing or carrying with a magical illusion that makes it look like a piece of furniture. The illusion ends if the furnisher takes a bonus action to end it or if it dies.
The changes wrought by this effect fail to hold up to physical inspection. For example, the furnisher could appear to be an oak chair, but someone sitting on it would feel a soft lap. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 20 Intelligence (Investigation) check to discern that the furnisher is disguised.
Invisible Passage. The furnisher magically turns invisible until it attacks or uses Furnish, or until its concentration ends (as if concentrating on a spell). While invisible, it leaves no physical evidence of its passage, so it can be tracked only by magic. Any equipment it wears or carries is invisible with it.
Furnish. The furnisher touches a creature. That creature must succeed on a DC 12 wisdom saving throw or be transformed into a random article of furniture. The creature can be restored by Remove Curse, Greater Restoration, or Wish.
The created article of furniture has features that evoke the physical appearance of the creature transformed, such as having prominent metal components for an armored creature or gold leaf for a king. For adventurers with PC classes, the furniture also has magical properties related to their class that are activated depending on the type of furniture:
- Chair or Stool (1-50)-Sitting on it incurs the associated curse.
- Coat Rack (51-80)-Putting on a coat hung on it in the last week incurs the curse.
- Table (81-90)-Consuming food or using an item that rest on the table in the last week incurs the associated curse.
- Cabinet or Chest of Drawers (91-100)-Using an item take from the cabinet or drawers incurs the associated curse.
The curses, by class and level of the transformed:
- Barbarian-Must succeed on a DC 8+Level Wisdom saving throw or attack the nearest creature that is not the Furnisher for 2d6 rounds.
- Bard-Must succeed on a DC 9+Level Wisdom saving throw or become charmed for 2d6 rounds with the Furnisher as the charmer unless not present, then the nearest person.
- Cleric-Must succeed on a DC 8+Level Constitution saving throw or suffer two levels of Exhaustion.
- Druid-Must succeed on a DC 8+Level Constitution saving throw or be transformed into a rodent, insect, or other pest for 1 hour.
- Fighter-The activating item attempts to grapple the user for 2d6 rounds with Athletics +L.
- Monk-Must succeed on a DC 7+Level Constitution saving throw or be paralyzed for 2d6 rounds.
- Paladin-Must succeed on a DC 8+Level Dexterity saving throw or lost 4 Dexterity and 4 Strength until a long rest.
- Ranger-Must succeed on a DC 10+Level Constitution saving throw or be poisoned for 1 hour.
- Rogue-Must succeed on a DC 9+Level Wisdom saving throw or be blinded for 2d6 rounds.
- Sorcerer-Must succeed on a DC 8+Level Intelligence saving throw or lost 4 Intelligence and 4 Wisdom until a long rest.
- Warlock-Must succeed on a DC 9+Level Wisdom saving throw or be frightened of the furnisher or, if not present, the nearest creature for 2d6 rounds.
- Wizard-Must succeed on a DC 10+Level Constitutions saving throw or be restrained. It must then make a DC 8+Level Constitution saving throw at the end of each of its turns. If it successfully saves three times, it is no longer restrained. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don’t need to be consecutive; keep track of both until the target collects three of a kind.
When I first imagined this guy, he was so simple, then I got carried away. Let me know below if you ever use it!