Room 65 - Tum-Tum and Friends
This doorless 15'x15' room has a curtain of rough cloth covering the entrance. The floor is covered with scattered random pieces of metal (parts of a stove, pieces of armor, a few shields, swords, broken swords), wood unsuitable for woodworking (a few board pieces with big blemishes, sticks from somewhere, a split broom stick), and some badly dyed fabric.
Looking carefully will show that some of the refuse seems to be set up as little shelters with beds, chairs, and tables. And in the south west corner there is a little wooden frame that the Boggle Tum-Tum can use to get to 66 or 67.
In addition to Tum-Tum, Grandma's grandchildren Belle and Gretel (rotatingly played by the six pixies - Aestyl, Bowynn, Briasa, Cherel, Stegeutel, and Yssa ) live here. While Tum-Tum stays in the suite of rooms, the pixies will occasionally venture out to play pranks in other parts of the vault. They don't quite know what to make of Grandma, but having two of them visiting her will often get them some tasty snacks (and luckily Grandma doesn't seem able to tell them apart).
View attachment 273909
Pixie names courtesy of https://www.fantasynamegenerators.com/pixie-names.php .
Room 64 - Grandma's House
The door to this 15'x15 room has a 2'x2' square window (with glass!) cut perfectly for someone about 5'2" tall, with blue curtains on the inside. A metal door knocker is below the window, and the wall near the door frame is painted to make it look like part of a country cottage door. The door can be barred, DC 146 to open.
Inside, the room smells of freshly baked cookies and wet dog, and a smiling elderly woman will greet any guests... a smiling elderly woman with big teeth and ears.... a hunched over 6' tall anthropomorphic wolf dressed as a grandmother will greet any guests with an offer of a seat and tea and cookies. It is seemingly impossible to make the wolf reveal it really is a wolf (except visually, obviously) because it truly thinks it is Grandma to dear Belle and Greta next door (room 65 - they have a 50% chance of being visiting during any afternoon if they have not already been encountered).
Her well-lit (by oil lanterns) room is her bedroom/kitchen/pantry/guestroom and has all of the things one would expect, including a portrait of a human grandmother and two teenage granddaughters hanging over the cedar chest. She will happily trade a pie for fresh food-stuffs (which she otherwise takes as gifts from others on the floor or can by from a passing food merchant).
Grandma is aware of "that stinker Tum-Tum" and will try to warn his granddaughters and any visiting young women away from him. She will mention that "dear Mr. Rubro" will come fix her furniture once in a while, but isn't sure where he lives in any detail (she doesn't leave her cottage at her age), and that once every month and a half or so she hides under the covers as "that terrible Rider" races down the corridor. She hasn't had many visitors over the past month or two - that Bugbear was not friendly at all, the poor Elf looked like she was heading for trouble, and those were the naughtiest gnomes she had run into for a while. She knows that the cottage across the road has an awful secret and she thinks it tries to give her nightmares -- but she says her prayers to ward them off.
If threatened she will retreat to her bed. If she is attacked she will cower while defending herself with her rolling pin and frying pan if available - sometimes in ways she will deny later ("of course I didn't bite you, are you ill?"). If her granddaughters are attacked she will turn into a forgetful whirlwind of matronly death.
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The description of Grandma below is an adaptation of material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at Systems Reference Document | Dungeons & Dragons. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at Creative Commons — Attribution 4.0 International — CC BY 4.0 .
Grandma
Medium Humanoid (Shapechanger), Neutral Good
Armor Class: 12
Hit Points: 104 (16d8 + 32)
Speed: 30 ft (40 ft. in Wolf Form)
Str 16 (+3), Dex 13 (+1), Con 14 (+2), Int 10 (+0), Wis 12 (+1), Cha 13 (+1)
Skills: Perception +4, Stealth +3
Damage Resistance: Lightning, Cold; Bludgeoning, Piercing, and Slashing from nonmagical attacks not made with silvered weapons
Senses: Darkvision 60 ft.; Passive Perception 15
Languages: Common
Challenge 4: (1,100 XP)
Playing the Part - Grandma does not know she is a wolf and will not recognize that she is one. She even looks like a Grandma to others at first. Each round each person viewing her makes a DC 13 perception check - the first success reveals a beastly feature, the seond success reveals that she seems to be a humanoid wolf. She reverts to the form of a wolf if she dies. Greater Restoration (or similar effect of 5th level or higher) will release Grandma from this delusion and restore him to his Neutral Evil self. When restored he can use an action to polymorph into a wolf or back into its hybrid human-wolf humanoid form. His statistics are the same in both forms and any equipment he is wearing or carrying doesn't transformed. He reverts to wolf form if he dies. When restored he also knows a ritual to summon and bind a Gale Mephit once per full moon (see room 66) and can cast Disguise Self once per day without using any components. He also speaks Auran, Winter Wolf, and Worg when in humanoid form.
Keen Hearing and Smelling - Grandma has advantage on wisdom (Perception) checks that rely on hearing or smell.
Relentless - If Grandma takes 14 damage or less that would reduce her to 0 hit points, she is reduced to 1 hit point instead.
Actions
Multiattack: Grandma can make two attacks, either claws and bit, or frying pan and rolling pin.
Bite: Melee weapon attack +5 to hit, reach 5 ft, one target. Hit: 10 (2d6+3) piercing damage. If the target is a creature it must succeed on a DC 13 strength saving throw or be knocked prone.
Claws: Melee Weapon Attack +5 to hit, reach 5 ft, one target, Hit 8 (2d4+3) slashing damage.
Frying Pan: Melee Weapon Attack +5 to hit, reach 5ft, one target, Hit 6 (1d6 +3)
Rolling Pin: Melee Weapon Attack +5 to hit, reach 5ft, one target, Hit 5 (1d4 +3)
Elemental Breath (recharge 6): Grandma can make one of two breath attacks
Wind: A strong line of wind 60 feet long and 10 feet wide. Each creature in that line must make a DC 13 Strength Saving throw. A creature takes 9 (2d8) bludgeoning damage and is pushed 15 feet away on a failed save. The wind disperses gas or vapor, extinguishes candles, torches, and similar unprotected flames in the area.
Cold: A freezing wind in a 15 foot cone. Each creature in that area must make a DC 13 Dex saving throw, taking 18 (4d8) dold damage on a failed save, or half as much damage on a successful one.
The next room created (#63) is in post #423 D&D General - #Dungeon23 .
Edited 31Jan2023 to add speed to stat block.
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