Hundred Acre Wood D&D 5E: The Map & Other NPCs

Bee Tree

Thanks to Gopher’s evil doppelgangers a root of the Bee Tree has been coaxed and coerced into wrapping around a vein reaching up from far below, a mystical connection that has allowed the plant to touch upon the Abyss itself. The bees dwelling in its branches have seized upon this infernal power and grown prodigiously, becoming as large as Piglet or Roo with eyes that perceive far more than any mortal insect. These dozen fiendish creatures are feared by everyone that remains in the Hundred Acre Wood, fleeing at the first sign of the ominous buzzing of invisible fast-flapping wings. When gathered all together the beevil’s can communicate their greatest desire—Winnie the Pooh’s endless pot of honey—and anyone able to convince them how it might be taken can stay their death and gain potentially powerful (albeit short-lived) allies.

(illustration by Mania T-shirt)

Beevil

Tiny fiend (demon), neutral evil
Armor Class 13
Hit Points 60 (8d4+40)
Speed fly 45 ft. (hover)

STR

DEX CON INT WIS CHA
17 (+3)​ 17 (+3)​ 20 (+5)​ 1 (–5)​ 15 (+2)​

7 (–2)​

Skills Perception +4, Stealth +5, Survival +6
Damage Resistances acid, cold, fire
Damage Immunities necrotic, poison
Condition Immunities charmed, frightened, poisoned
Senses true sight 120 ft., passive Perception 14
Languages
Challenge 3 (700 XP)

Hivemind. The beevil’s Intelligence score increases by 1 for each beevil within 60 feet.

Innate Spellcasting. The beevil’s innate spellcasting ability is Wisdom. The beevil can innately cast the following spells, requiring no material components:

3/day each: invisibility (self only)

Magic Resistance. The beevil gains advantage on saving throws against spells and other magical effects.

Regeneration. The beevil regains 3 hit points at the start of its turn if it has at least 1 hit point.

ACTIONS

Multiattack. The beevil attacks once with its slam and once with its stinger.

Slam. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 5 (1d4+3) bludgeoning damage plus 5 (2d4) necrotic damage.

Stinger. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 8 (1d10+3) piercing damage. A target hit by this attack makes a DC 15 Constitution saving throw or it is poisoned until the damage is healed.

 

Big Stones & Rox

The evil suffusing Hundred Acre Wood seeped into the bones of a creature that died hundreds of thousands of years ago in the sea that once roiled over these lands, bringing it back to a resemblance of life. Pinfin awoke as one of Gopher’s doppelgangers tunneled nearby and it immediately tore its way up to the surface, slinking into the northeastern current and lairing in the boulders throughout. It kills and eats anything that wanders too close, grabbing up its prey and dragging the victim under the water.

[Pinfin was designed by Jesse Jordan for his Wake of Maws entry in Vast Kaviya.]

(Illustration by Bob Greyvenstein)

pinfin shrunk Bob Greyvenstein

Pinfin

Huge undead, unaligned
Armor Class 15 (natural armor)
Hit Points 105 (10d12+40)
Speed 50 ft., swim 30 ft.

STR

DEX CON INT WIS CHA
23 (+6) 11 (+0) 19 (+4) 10 (+0) 11 (+0)

8 (–1)

Skills Perception +3
Senses passive Perception 13
Languages Common
Challenge 7 (2,900 XP)

Undead Fortitude. If damage reduces Pinfin to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, it drops to 1 hit point instead.

Undead Nature. Pinfin doesn’t require air, food, drink, or sleep.

ACTIONS

Multiattack. Pinfin makes three melee attacks: one with its decaying bite and two with its claws.

Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6+6) slashing damage.

Decaying Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 25 (3d12+6) piercing damage plus 7 (2d6) necrotic damage. The target must succeed on a DC 15 Constitution saving throw or be cursed with perpetual decay. The cursed target can’t regain hit points until the curse is lifted by the remove curse spell or similar magic, or until it succeeds on a DC 15 Constitution saving throw at the end of a long rest.
In addition, if the target is a Medium or smaller creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained and Pinfin can’t bite another target.

 

Christopher Robin’s House

So much sadness has lurked around the home of the boy that unknowingly protected the Hundred Acre Wood that when foul magic rose up in his absence, it took hold in his childhood home and transformed it into a living monster. The house mimic has eaten many an unwary explorer, never having to travel far—except to chase down the occasional meal that gets wise before it’s too late—and though it has made no alliances with the other entities dwelling in the region, few are willing to challenge it or tread within its territory. 

[Developed from the “House Hunter” by Rich Green found at https://richgreen01.livejournal.com/278390.html.]

(Illustration I think is from the film Monster House?)

House Mimic

Gargantuan monstrosity (shapechanger), neutral evil
Armor Class 16 (natural armor)
Hit Points 217 (15d20+60)
Speed 35 ft.

STR

DEX CON INT WIS CHA
23 (+6) 12 (+1) 19 (+4) 5 (–3) 13 (+1)

8 (–1)

Skills Perception +5, Stealth +9
Damage Immunities acid
Damage Resistance cold, fire
Condition Immunities prone
Senses darkvision 120 ft., passive Perception 15
Languages Common
Challenge 11 (7,200 XP) 

Adhesive (Building Form Only). The mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic is also grappled by it (escape DC 17). Ability checks made to escape this grapple have disadvantage. 

Camouflage. The mimic can use its action to change its appearance to resemble that of a building. At any of its body openings,the mimic is able to produce flickering bioluminescence that resembles candles or lantern light, and it can imitate domestic noises (muffled voices, clucking hens, a tolling temple bell, and the like). 

False Appearance (Object Form Only). While the mimic remains motionless, it is indistinguishable from an ordinary building. 

Grappler. The mimic has advantage on attack rolls against any creature grappled by it.

Magic Resistance. The mimic has advantage on saving throws made against spells and other magical effects.

ACTIONS

Multiattack. The mimic makes three attacks: one with its tongue and two with its tentacles.

Tongue. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 13 (3d4+6) bludgeoning damage and the target is subjected to its Adhesive trait.

Tentacle. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 16 (3d6+6) bludgeoning damage and the target is subjected to its Adhesive trait.

Swallow. The mimic makes a tongue or tentacle attack against a Huge or smaller creature it is grappling. If the attack hits, that creature takes the attack’s damage and is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the mimic, and it takes 21 (6d6) acid damage at the start of each of the mimic’s turns.
If the mimic takes 30 damage or more on a single turn from a creature inside it, the mimic must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the mimic. If the mimic dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone.
Another character can force open the bony plates covering an opening (“door” or “window”) in a mimic’s body from outside with a DC 17 Strength check.

 

Eeyore’s Gloomy Place

The thing that claims to be Eeyore still lives in the southeastern bogs surrounded by its manic underlings (homunculi with the Ill-Born trait—instead of dealing poison damage to a creature it hits with his bite or claw attack, the homunculus can afflict the creature with a disease instead.) Everyone avoids it for obvious reasons.

 

Floody Place

After clawing its way from the Abyss and up through fissures cracking beneath Hundred Acre Wood the hezrou Zulganas chose to prowl the shores of the area’s southwesternmost river. It is not content to keep so small a domain however and seeks to expand its territory, hoping to consolidate a swathe of the region for itself before the burrowing doppelgangers finish their fell work.

 

Kanga’s House

Abandoned for nearly a decade, this quaint home recently became occupied by its owners once more when Kanga decided to return to the Hundred Acre Wood. The exterior and interior are scrawled with holy symbols, decked out with holy sacraments, and blessed with divine protections making it perhaps the only place of safety for miles around.

 

Owl’s House

From the outside the home of Owl seems to be quite inviting and whenever the weather allows for it he keeps the front door open, encouraging everyone he sees to come inside. Anyone nearby can easily smell the many cooking spices wafting out of the treehouse, but only creatures with a passive Perception of 18 or higher can detect the rank smell of stale blood and death underneath the savory scents.

 

Picnic Hill

The vrock Tengronech roosts in the highest spot in all the Hundred Acre Wood, spying on the doings of its other denizens and spreading rumors whenever it thinks it can foment chaos. Whenever it spots newcomers silently flies above them on moonless nights, sending down telepathic messages that have led many (most indirectly) to their doom.

 

Piglet’s House

There are only Tiny-sized openings into this miniature home, though anyone peering inside can see it has almost nothing to offer—other than a doorway to the Abyss. Piglet sometimes rests here when not in service to Pooh, and otherwise spends his time “tidying up the bark” by scrawling blasphemous sigils all across the tree that are painful to stare at too long.

 

Pooh Bear’s House

Winnie the Pooh is nearly always inside of this cave, constantly shoveling honey into his mouth and spilling it so gratuitously that the unholy stuff is everywhere around and inside of his home. When a creature starts its turn in the area or first enters into the area, it makes a DC 10 Strength saving throw or it becomes grappled until the start of its next turn (escape DC 15). A grappled creature that fails its saving throw becomes restrained instead. Non-evil creatures have disadvantage on saving throws against the unholy honey.

 

Rabbit Fields

Fearful of the dangers threatening his relatives, Rabbit tried to protect them in the most sensible way his unhinged mind could manage: making them tougher, faster, and far more lethal. Unfortunately the rituals he used were tainted by the corruption taking of Hundred Acre Wood and though he’s far too mad to be able to tell, his magical interference has turned all of their hearts wicked.

Killer Rabbit

Tiny beast, neutral evil
Armor Class 15
Hit Points 66 (12d4+36)
Speed 50 ft.

STR

DEX CON INT WIS CHA
11 (+0)​ 21 (+5)​ 16 (+3)​ 8 (–1)​ 17 (+3)​

14 (+2)​

Saving Throws Str +2, Con +5
Skills Deception +4, Perception +7, Stealth +7
Senses passive Perception 17
Languages Common
Challenge 4 (1,100 XP)

Evasion. If the killer rabbit is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the killer rabbit instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Keen Hearing. The killer rabbit has advantage on Wisdom (Perception) checks that rely on hearing.

Nimble Escape. The killer rabbit can take the Disengage or Hide action as a bonus action on each of its turns.

Pack Tactics. The killer rabbit has advantage on attack rolls against a creature if at least one of the killer rabbit’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Superior Critical. The killer rabbit’s weapon attacks score a critical hit on a roll of 18–20.

ACTIONS

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (3d6+5) piercing damage.

REACTIONS

Uncanny Dodge. When an attacker that the killer rabbit can see hits it with an attack, the killer rabbit can use its reaction to halve the attack’s damage against it.

 

Rabbit’s House

The hole where Rabbit dwells is obviously the home of an insane person as it is filled to the brim with rotting plants, strange knicknacks, completely worthless rubbish, and worse. Hiding amongst these are several awakened trees and awakened shrubs he’s ascended, though they too have gone mad from confinement while surrounded by the corpses of their kin. Anyone that makes a DC 18 Intelligence (Investigation) check can find 1d4 x 100 gp worth of rare spell reagents scattered throughout the detritus.

 

Sandy Pit

The lamia Medri awoke in this small dune surrounded by a trio of dust devils that have become her gaolers, refusing to let her leave or explain why she has been confined here. She desperately seeks escape and nearly managed to do so by impersonating an explorer—a ruse she’ll repeat at the first opportunity.

 

Six Pine Trees (includes Gopher’s Hole)

It is practically impossible to walk through the dirt in this area without falling into the countless tunnels dug throughout, each part of an intricate three-dimensional rune being carved out by Gopher’s doppelgangers. While in this area, the first time that a Medium-sized or larger creature enters a previously unoccupied square there is a 50% chance that a tunnel runs underneath and the ground collapses under them, knocking the creature prone. The original varmint dwells here as well but his doubles have come to simply avoid him, re-digging any tunnels that he wrecks or destroys; half of the great pine trees are nearly dead from the conflict already. 

 

Trap for Heffalumps

While it was meant for Heffalumps, none yet have fallen into this 30-foot deep pit in the ground. There is, however, a hydra that fell down and now can’t get back out. The creature has stretched out two of its necks and can use them to reach just over the top of the sheer walls containing it (DC 26 Strength [Athletics] check to climb), dragging down anything that’s stupid enough to peer over the side.

 

Where the Woozle Wasn’t

When Christopher Robin left the Hundred Acre Wood a veil of mystical energies was lifted away and the dragon Verlysse instantly sensed the potent magics soon to leak out from beneath it. She placed her child Bersanil in the southwestern grove and in her absence the baby has flourished into a proper young green dragon. Like her mother she is ambitious, and Bersanil has taken care to learn all she can about the fiends and monsters that dwell nearby. The dragon plots to take over all of this region, sure that if she consumes enough fiends and powerful creatures that she’ll finally be able to settle into a proper lair of her own.

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