Redwell Creatures
Redwell Creatures
MEMORY MERCHANT
Medium humanoid (any race), chaotic neutral
Appearance: Ethereal figures whose heads are adorned with crystalline
formations that pulse with captured memories. Their eyes constantly shift
between different colors as they process stolen experiences, and their fingers trail
wisps of psychic energy. They wear robes embedded with hundreds of tiny crystal
vials, each containing a different memory. Their voice echoes with the words of
countless victims.
Armor Class 15 (natural armor from mental fortifications, cloak of protection) Hit
Points 97 (15d8 + 30) Speed 30 ft., fly 30 ft. (wings of flying)
STR 10 (+0) DEX 16 (+3) CON 14 (+2) INT 18 (+4) WIS 16 (+3) CHA 20 (+5)
Saving Throws Int +7, Wis +6, Cha +8 Skills Deception +11, Insight +9, Persuasion
+11, Arcana +7 Damage Resistances psychic Condition Immunities charmed
Senses passive Perception 13 Languages Common, telepathy 120 ft. Challenge 7
(2,900 XP) Proficiency Bonus +3
Magic Items. Cloak of protection (+1 AC and saves), wings of flying, headband of
intellect, ring of mind shielding, crystal memory storage devices.
Memory Fortress. The Memory Merchant's mind is heavily fortified. They have
advantage on all mental saving throws and resistance to psychic damage.
Attempts to read their mind or access their memories automatically fail.
Stolen Spell Knowledge. The Memory Merchant can cast spells "remembered"
from previous victims. They know an additional 2 spells of each level they can
cast.
Memory Palace Network. The Memory Merchant stores extracted memories in
crystalline devices and can access vast networks of information. They
automatically know if someone is lying about their past.
Psychic Backlash. When the Memory Merchant takes psychic damage or fails a
mental saving throw, psychic energy explodes in a 10-foot radius. Each creature in
the area takes 7 (2d6) psychic damage (DC 16 Wisdom save for half).
Spellcasting. The Memory Merchant is an 8th-level spellcaster. Their spellcasting
ability is Charisma (spell save DC 16, +8 to hit with spell attacks). They know the
following spells:
● Cantrips (at will): minor illusion, prestidigitation, message, mage hand
● 1st level (4 slots): charm person, disguise self, sleep, detect thoughts
● 2nd level (3 slots): detect thoughts, suggestion, hold person, invisibility
● 3rd level (3 slots): modify memory, catnap, counterspell, fireball
● 4th level (2 slots): confusion, greater invisibility, locate creature, charm
monster
Actions
Multiattack. The Memory Merchant makes two attacks or casts a spell and makes
one attack.
Memory Crystal Dagger +1. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 6 (1d4 + 4) piercing damage plus 7 (2d6) psychic damage. If the target
takes psychic damage, they must make a DC 16 Wisdom saving throw or have a
random memory from the last hour become hazy.
Mass Memory Extraction (1/Day). The Memory Merchant targets up to 4
creatures within 60 feet. Each target must make a DC 16 Wisdom saving throw or
have a specific memory (Merchant's choice) extracted and stored in crystal vials.
Targets forget these memories completely until restored.
Memory Overload Storm (Recharge 5-6). The Memory Merchant releases
chaotic memories in a 30-foot cone. Each creature in the area must make a DC 16
Wisdom saving throw or take 21 (6d6) psychic damage and be confused for 1
minute as conflicting memories flood their mind. On a successful save, creatures
take half damage and aren't confused.
Implant Collective Memory (1/Day). The Memory Merchant implants the same
false memory in up to 6 creatures within 60 feet. Targets must make a DC 16
Wisdom saving throw or believe the false memory is completely real for 24 hours.
Reactions
Memory Shield. When targeted by an attack or spell, the Memory Merchant can
use stored memories to confuse the attacker, imposing disadvantage on the attack
roll or granting advantage on their saving throw.
Forgotten Identity. When a creature starts their turn within 30 feet, the Memory
Merchant can force them to make a DC 16 Wisdom saving throw or forget who
their allies are until the end of their turn.
KEEPER SERGEANT
Medium humanoid (any race), lawful neutral
Appearance: Disciplined officers in well-maintained chain mail, carrying
ceremonial shields emblazoned with Redwell's bureaucratic seal. Their uniform
bears multiple badges of rank and authority, and they carry leather satchels filled
with official documents. Their presence radiates an aura of lawful authority that
makes even hardened criminals think twice about causing trouble.
Armor Class 16 (chain mail, shield) Hit Points 58 (9d8 + 18) Speed 30 ft.
STR 16 (+3) DEX 12 (+1) CON 14 (+2) INT 13 (+1) WIS 16 (+3) CHA 15 (+2)
Saving Throws Wis +5, Cha +4 Skills Investigation +3, Insight +5, Perception +5,
Persuasion +4 Senses passive Perception 15 Languages Common, one other
Challenge 3 (700 XP) Proficiency Bonus +2
Documentation First. The Keeper Sergeant gains advantage on Charisma checks
when requesting permits or licenses. They prefer to resolve conflicts through
proper paperwork rather than violence.
Recall Ribbon. The Keeper carries 6 recall ribbons that can be thrown as a ranged
attack (range 20/60 ft.). On a hit, the ribbon attaches and casts locate creature on
the target for 24 hours.
Spellcasting. The Keeper is a 5th-level spellcaster. Their spellcasting ability is
Wisdom (spell save DC 13, +5 to hit with spell attacks). They know the following
spells:
● Cantrips (at will): detect magic, message, prestidigitation
● 1st level (4 slots): comprehend languages, detect evil and good, identify
● 2nd level (3 slots): hold person, zone of truth
● 3rd level (2 slots): counterspell, dispel magic
Actions
Multiattack. The Keeper makes two melee attacks or casts a spell and makes one
melee attack.
Truncheon. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 +
3) bludgeoning damage. Target must succeed on a DC 13 Constitution saving
throw or be stunned until the end of their next turn.
Recall Ribbon. Ranged Weapon Attack: +3 to hit, range 20/60 ft., one target. Hit:
3 (1d4 + 1) bludgeoning damage and the ribbon attaches. The Keeper knows the
target's location for 24 hours.
Arrest Protocol (1/Day). The Keeper attempts to place one humanoid under
magical arrest. The target must make a DC 13 Wisdom saving throw. On a failure,
they are charmed for 1 hour and compelled to peacefully accompany the Keeper to
the nearest Keeper station.
KEEPER CONSTABLE
Medium humanoid (any race), lawful neutral
Appearance: Elite enforcement officers wearing enhanced magical armor that
gleams with protective enchantments. Their equipment is meticulously maintained
and bears the highest-quality Keeper insignia. They carry specialized goggles that
can detect the minutest magical irregularities and wear boots designed for pursuit
across any terrain. Their demeanor is unshakeable professional dedication.
Armor Class 16 (chain shirt +1, shield +1) Hit Points 52 (8d8 + 16) Speed 30 ft.
STR 15 (+2) DEX 14 (+2) CON 14 (+2) INT 14 (+2) WIS 16 (+3) CHA 13 (+1)
Saving Throws Wis +6, Cha +4 Skills Investigation +5, Perception +6, Insight +6
Senses passive Perception 16 Languages Common, Bureaucratic Challenge 3
(700 XP) Proficiency Bonus +3
Magic Items. Chain shirt +1, shield +1, truncheon +1, goggles of minute seeing,
boots of the winterlands, potion of healing (2), bag of holding (contains forms and
legal documents).
Persistent Documentation. The Constable's paperwork is magically protected.
Any attempt to destroy or alter their documentation requires a DC 18 dispel magic
or similar effect.
License Detection Expertise. As an action, the Constable can scan for
unlicensed magical activities within 120 feet, automatically detecting any active
magic and identifying if it's properly licensed.
Bureaucratic Tenacity. The Constable has advantage on saving throws against
being charmed, frightened, or persuaded to abandon their duties. They cannot be
bribed or intimidated into ignoring violations.
Recall Ribbon Network. The Constable carries 6 enhanced recall ribbons that
remain active for 7 days and can track targets across planes.
Spellcasting. The Constable is a 5th-level spellcaster. Their spellcasting ability is
Wisdom (spell save DC 14, +6 to hit with spell attacks). They have the following
spells prepared:
● Cantrips (at will): detect magic, message, guidance, thaumaturgy
● 1st level (4 slots): comprehend languages, detect evil and good, identify,
command
● 2nd level (3 slots): hold person, zone of truth, locate object
● 3rd level (2 slots): counterspell, dispel magic
Actions
Multiattack. The Constable makes two attacks or casts a spell and makes one
attack.
Truncheon +1. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6
+ 4) bludgeoning damage. Target must succeed on a DC 14 Constitution saving
throw or be stunned until the end of their next turn as magical restraints briefly
manifest.
Enhanced Recall Ribbon. Ranged Weapon Attack: +5 to hit, range 30/90 ft., one
target. Hit: 4 (1d4 + 2) bludgeoning damage and the ribbon attaches. The
Constable knows the target's location for 7 days and can cast locate creature on
them at will.
Summon Legal Backup (1/Day). The Constable blows an enchanted whistle that
alerts all Keepers within 5 miles and summons 1d4 Keeper Constables who arrive
in 2d6 minutes with proper documentation for whatever situation they find.
Bureaucratic Binding (1/Day). The Constable produces a magically binding
citation that hovers around one creature within 30 feet. The target must make a
DC 14 Wisdom saving throw or be compelled to report to the nearest licensing
office within 48 hours. While under this compulsion, they have disadvantage on
attack rolls and saving throws.
Evidence Collection (3/Day). The Constable can magically preserve and
document evidence of wrongdoing. They cast magic mouth on an object,
recording up to 25 words of testimony that can later be used in legal proceedings.
Reactions
Legal Objection. When a creature casts a spell within 60 feet, the Constable can
use their reaction to demand to see their magical license, potentially disrupting
concentration (DC 14 concentration save required).
By the Book. When the Constable or an ally is targeted by an unlawful action (as
determined by Redwell's laws), they can add +2 AC against that attack or +2 to the
saving throw.
FORM GOLEM
Large construct, lawful neutral
Appearance: Towering humanoid figures constructed entirely from compressed
paperwork, official documents, and bureaucratic forms. Their bodies rustle with
every movement, and scraps of paper constantly fall from their frame. Their
"faces" are composed of overlapping permit applications, and their eyes are
official seals that glow with administrative authority.
Armor Class 15 (natural armor) Hit Points 68 (8d10 + 24) Speed 20 ft.
STR 18 (+4) DEX 6 (-2) CON 16 (+3) INT 3 (-4) WIS 10 (+0) CHA 1 (-5)
Damage Immunities poison, psychic Condition Immunities charmed, exhaustion,
frightened, paralyzed, petrified, poisoned Senses darkvision 60 ft., passive
Perception 10 Languages understands Common but can't speak Challenge 4
(1,100 XP) Proficiency Bonus +2
Immutable Form. The golem is immune to any spell or effect that would alter its
form.
Magic Resistance. The golem has advantage on saving throws against spells and
other magical effects.
Paper Trail. When the golem takes damage, it leaves a trail of scattered forms.
The area within 10 feet of the golem becomes difficult terrain.
Document Absorption. The golem can absorb written documents to repair itself.
As an action, it can consume any written document within 5 feet to regain 10 hit
points.
Actions
Multiattack. The golem makes two slam attacks.
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4)
bludgeoning damage.
Paper Storm (Recharge 5-6). The golem releases a whirlwind of forms and
documents in a 15-foot cone. Each creature in the area must make a DC 14
Dexterity saving throw or take 14 (4d6) slashing damage from paper cuts and be
blinded for 1 minute. A blinded creature can repeat the saving throw at the end of
each of its turns, ending the effect on itself on a success.
Bureaucratic Slam (1/Day). The golem makes a slam attack with advantage. On a
hit, the target is buried in paperwork and must succeed on a DC 14 Strength
saving throw or be restrained for 1 minute.
TOME GOLEM
Large construct, lawful neutral
Appearance: Towering humanoid figures constructed entirely from hundreds of
bound books, scrolls, and tomes stacked and magically fused together. Their
bodies constantly shift and reorganize as books float in and out of their form,
creating a rustling symphony of turning pages. Their "face" is composed of an
open book. It occasionally closes the book as if blinking or thinking to itself. Loose
pages orbit around them like slow-moving satellites, and their footsteps leave brief
trails of floating letters that spell out organizational categories.
Armor Class 16 (natural armor) Hit Points 85 (10d10 + 30) Speed 25 ft.
STR 18 (+4) DEX 8 (-1) CON 16 (+3) INT 16 (+3) WIS 14 (+2) CHA 6 (-2)
Damage Immunities poison, psychic Condition Immunities charmed, exhaustion,
frightened, paralyzed, petrified, poisoned Senses darkvision 60 ft., passive
Perception 12 Languages understands all written languages but can't speak
Challenge 5 (1,800 XP) Proficiency Bonus +3 Immutable Form. The golem is
immune to any spell or effect that would alter its form.
Magic Resistance. The golem has advantage on saving throws against spells and
other magical effects.
Living Library. The golem contains the knowledge of hundreds of books. It has
proficiency in all Intelligence-based skills and can answer questions through
gestures, pointing to relevant books within its form, or writing brief notes.
Knowledge Absorption. The golem can absorb written documents, books, or
scrolls to repair itself. As an action, it can consume any written material within 5
feet to regain 8 hit points.
Page Trail. When the golem takes damage, loose pages scatter around it. The
area within 10 feet of the golem becomes lightly obscured by floating pages.
Organizational Compulsion. The golem is compelled to organize and categorize.
It will attempt to arrange battlefield debris and sort fallen equipment if not actively
threatened. This compulsion can be exploited by clever opponents.
Actions
Multiattack. The golem makes two slam attacks.
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4)
bludgeoning damage.
Knowledge Bombardment (Recharge 5-6). The golem hurls a barrage of books
and scrolls in a 20-foot cone. Each creature in the area must make a DC 15
Dexterity saving throw or take 18 (4d8) bludgeoning damage and be knocked
prone by the impact of heavy tomes. The area becomes difficult terrain due to
scattered books.
Collapse into Archive (1/Day). The golem collapses into a pile of loose books and
scrolls, becoming a 10-foot square area of difficult terrain. While collapsed, the
golem has total cover. It can reassemble as an action or automatically reassembles
if it takes 20 or more damage in a single turn.
Reactions
Protective Bibliography. When a creature within 10 feet takes damage, the golem
can interpose a floating book, reducing the damage by 5 as the tome absorbs the
impact.
KEEPER ARCANUM
Medium humanoid (any race), lawful neutral
Appearance: Elite Keepers wearing ceremonial splint armor inscribed with legal
codes and magical formulas. Their eyes glow with the authority of law itself, and
they carry rods of office that pulse with bureaucratic power. Every word they
speak carries the weight of official decree, and their very presence seems to make
reality more orderly.
Armor Class 17 (splint armor) Hit Points 135 (18d8 + 54) Speed 30 ft.
STR 16 (+3) DEX 12 (+1) CON 16 (+3) INT 18 (+4) WIS 20 (+5) CHA 16 (+3)
Saving Throws Int +7, Wis +8, Cha +6 Skills Arcana +7, History +7, Insight +11,
Investigation +10, Perception +8 Damage Resistances psychic Condition
Immunities charmed, frightened Senses truesight 60 ft., passive Perception 18
Languages Common, Celestial, plus three others Challenge 8 (3,900 XP)
Proficiency Bonus +3
Magical Authority. The Arcanum's spells cannot be counterspelled by creatures
of lower authority (non-Keepers, non-Council members).
Aura of Law. Creatures within 30 feet of the Arcanum have disadvantage on
Deception checks and cannot benefit from illusion magic of 3rd level or lower.
Legendary Resistance (2/Day). If the Arcanum fails a saving throw, they can
choose to succeed instead.
Spellcasting. The Arcanum is a 12th-level spellcaster. Their spellcasting ability is
Wisdom (spell save DC 16, +8 to hit with spell attacks). They have the following
spells prepared:
● Cantrips (at will): detect magic, guidance, light, thaumaturgy
● 1st level (4 slots): command, detect evil and good, sanctuary
● 2nd level (3 slots): hold person, silence, zone of truth
● 3rd level (3 slots): counterspell, dispel magic, magic circle
● 4th level (3 slots): banishment, freedom of movement, locate creature
● 5th level (3 slots): dominate person, greater restoration, scrying
● 6th level (1 slot): forbiddance, true seeing
Actions
Multiattack. The Arcanum makes two attacks or casts a spell and makes one
attack.
Rod of Authority. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7
(1d8 + 3) bludgeoning damage plus 9 (2d8) radiant damage. If the target is
unlawfully using magic, they take an additional 9 (2d8) radiant damage.
Mass Arrest (1/Day). The Arcanum casts an enhanced version of hold person
targeting up to 6 creatures within 60 feet. Each target must make a DC 16 Wisdom
saving throw or be paralyzed for 1 minute with magical restraints. Affected
creatures can repeat the saving throw at the end of each of their turns, ending the
effect on a success.
Summon Legal Binding (1/Day). The Arcanum creates magical contracts that
bind creatures to lawful behavior. Up to 3 creatures within 60 feet must make a DC
16 Charisma saving throw or be subjected to a geas effect compelling them to
follow Redwell's laws for 30 days.
Abjuration Shield (Recharge 4-6). The Arcanum creates a 20-foot radius sphere
of antimagic centered on themselves that lasts for 1 minute. No magic can
function within this area except the Arcanum's own spells.
Legendary Actions (2 per turn)
Move. The Arcanum moves up to their speed without provoking opportunity
attacks.
Detect. The Arcanum casts detect magic or makes a Wisdom (Perception) check.
Cast Cantrip. The Arcanum casts a cantrip.
Cast Spell (Costs 2 Actions). The Arcanum casts a spell of 3rd level or lower.
Reactions
Counterspell Authority. When a spell is cast within 60 feet, the Arcanum can cast
counterspell without expending a spell slot.
Legal Immunity. When targeted by a spell or effect, the Arcanum can declare it
"unlawful" and automatically succeed on the saving throw (3/Day).
SHADOW COUNCILOR
Medium humanoid (any race), lawful evil
Appearance: Figures of terrible charisma whose very presence seems to bend
light and shadow around them. Their features shift subtly when observed directly,
and their voices carry undertones of authority that bypass conscious thought.
They dress in robes that seem to absorb light, and their eyes hold the cold
calculation of those who have mastered the art of corruption.
Armor Class 16 (natural armor from protective enchantments) Hit Points 150
(20d8 + 60) Speed 30 ft., fly 60 ft. (hover)
STR 12 (+1) DEX 14 (+2) CON 16 (+3) INT 20 (+5) WIS 18 (+4) CHA 22 (+6)
Saving Throws Int +10, Wis +9, Cha +11 Skills Arcana +10, Deception +16, History
+10, Insight +9, Persuasion +16 Damage Resistances cold, necrotic Condition
Immunities charmed, frightened Senses darkvision 120 ft., passive Perception 14
Languages Common, Abyssal, Infernal, telepathy 120 ft. Challenge 9 (5,000 XP)
Proficiency Bonus +4
Legendary Resistance (3/Day). If the Shadow Councilor fails a saving throw, they
can choose to succeed instead.
Political Immunity. The Shadow Councilor has advantage on all social checks and
cannot be legally prosecuted without evidence that meets impossibly high
standards.
Corruption Aura. Creatures within 30 feet have disadvantage on Wisdom saving
throws against being charmed or making moral choices.
Spellcasting. The Shadow Councilor is an 15th-level spellcaster. Their
spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks).
They know the following spells:
● Cantrips (at will): eldritch blast, minor illusion, prestidigitation,
thaumaturgy
● 1st level (4 slots): charm person, command, disguise self
● 2nd level (3 slots): detect thoughts, suggestion, invisibility
● 3rd level (3 slots): counterspell, fireball, tongues
● 4th level (3 slots): confusion, dominate beast, greater invisibility
● 5th level (3 slots): dominate person, modify memory, scrying
● 6th level (1 slot): mass suggestion, true seeing
● 7th level (1 slot): plane shift, reverse gravity
● 8th level (1 slot): dominate monster, feeblemind
Actions
Multiattack. The Shadow Councilor makes two attacks or casts a spell and makes
one attack.
Corrupting Touch. Melee Spell Attack: +11 to hit, reach 5 ft., one target. Hit: 18
(2d8 + 6) necrotic damage, and the target must make a DC 19 Wisdom saving
throw or have their alignment shift one step toward evil for 24 hours.
Mass Domination (1/Day). The Shadow Councilor attempts to dominate up to 4
creatures within 60 feet. Each target must make a DC 19 Wisdom saving throw or
be charmed and under the Councilor's control for 8 hours.
Political Assassination (1/Day). The Shadow Councilor targets one creature
within 60 feet and attempts to destroy their reputation and standing. The target
must make a DC 19 Charisma saving throw or take 45 (10d8) psychic damage and
become unable to use Charisma-based skills for 7 days as their social connections
crumble.
Legendary Actions (3 per turn)
Move. The Shadow Councilor moves up to their speed without provoking
opportunity attacks.
Cantrip. The Shadow Councilor casts a cantrip.
Corrupt (Costs 2 Actions). The Shadow Councilor targets one creature within 60
feet. The target must make a DC 19 Wisdom saving throw or be charmed for 1
minute.
Cast Spell (Costs 3 Actions). The Shadow Councilor casts a spell of 4th level or
lower.
Reactions
Political Shield. When targeted by an attack or spell, the Shadow Councilor can
force a nearby ally or charmed creature to take the effect instead.
Counter-Accusation. When accused of wrongdoing, the Shadow Councilor can
redirect suspicion to another creature within 60 feet as a reaction.
REDSTONE RESONATOR
Large construct, neutral
Appearance: Massive humanoid figures carved from the same red stone that
forms Redwell's foundation, their bodies inscribed with ancient runes that pulse
with absorbed magical energy. They move with the grinding sound of stone on
stone, and their eyes are hollow cavities that glow with accumulated arcane power.
When they strike, the very air resonates with harmonic frequencies.
Armor Class 16 (natural armor) Hit Points 114 (12d10 + 48) Speed 20 ft., burrow
20 ft.
STR 20 (+5) DEX 8 (-1) CON 18 (+4) INT 6 (-2) WIS 12 (+1) CHA 3 (-4)
Damage Resistances fire, lightning; bludgeoning, piercing, slashing from
nonmagical attacks Damage Immunities poison, psychic Condition Immunities
charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses
tremorsense 60 ft., passive Perception 11 Languages understands Primordial but
can't speak Challenge 6 (2,300 XP) Proficiency Bonus +3
Magic Absorption. When a spell of 3rd level or lower is cast within 30 feet of the
Resonator, it absorbs the spell's energy, healing for 5 hit points per spell level.
Resonant Pulse. The Resonator's body constantly hums with magical energy.
Creatures within 10 feet have disadvantage on concentration saving throws.
Stone Camouflage. The Resonator has advantage on Dexterity (Stealth) checks
made while motionless among redstone structures.
Actions
Multiattack. The Resonator makes two slam attacks.
Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5)
bludgeoning damage plus 7 (2d6) thunder damage.
Harmonic Blast (Recharge 5-6). The Resonator releases a devastating sound
wave in a 30-foot cone. Each creature in the area must make a DC 15 Constitution
saving throw or take 28 (8d6) thunder damage and be deafened for 1 minute. On a
successful save, creatures take half damage and aren't deafened.
Redstone Eruption (1/Day). The Resonator causes redstone spikes to erupt from
the ground in a 20-foot radius centered on a point within 60 feet. Each creature in
the area must make a DC 15 Dexterity saving throw or take 21 (6d6) piercing
damage and be restrained until they escape (DC 15 Athletics or Acrobatics check).
Reactions
Absorb Magic. When targeted by a spell, the Resonator can attempt to absorb it.
The caster must make a DC 15 spellcasting ability check. On a failure, the spell is
absorbed and the Resonator heals for 5 hit points per spell level.