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Unthanked Chairwraith

Medium Monstrosity, Neutral Evil


Armor Class 16 (natural armor)

Hit Points 85 (10d8+40)

Speed 30 ft. climb 20 ft.

STR 18 (+4)
DEX 16 (+3)
CON 18 (+4)
INT 9 (-1)
WIS 14 (+2)
CHA 13 (+1)

Saving Throws Dex +6, Con +7, Wis +5

Skills Stealth +6, Perception +5

Damage Resistances bludgeoning; piercing; slashing from nonmagical attacks

Damage Immunities psychic

Condition Immunities charmed, frightened, prone

Senses darkvision 60 ft., passive Perception 15

Languages Common, telepathy 60 ft.

Challenge 5 (1,800 XP) Proficiency Bonus +3


The Shape Beneath the Grudge. The chairwraith can be truly harmed only by a creature that understands what it used to be: a chair, and not merely a wooden monster. Until a creature gains that understanding, the chairwraith is immune to all damage dealt by that creature. A creature can use its action to make a DC 15 Intelligence (Investigation or History) check while observing the chairwraith or examining evidence of its origin. On a success, the creature understands the chairwraith's former nature and can damage it normally. The chairwraith's telepathic whispers reveal fragments of its history to creatures that listen for at least 1 minute, granting advantage on this check.
Weight of Every Occupant. The chairwraith counts as one size larger when determining its carrying capacity and the amount of weight it can push, drag, or lift. It has advantage on ability checks and saving throws made to avoid being shoved or knocked prone. A creature that starts its turn within 10 feet of the chairwraith while seated, leaning, or touching furniture must succeed on a DC 15 Wisdom saving throw or have its speed reduced by 10 feet until the start of its next turn as phantom pressure bears down upon it.
Many Chairs, One Grudge. The chairwraith can move through the space of furniture and nonmagical wooden objects as if they were difficult terrain. When it does so, it leaves behind splinters, upholstery threads, and faintly audible creaks.

Actions

Multiattack. The chairwraith makes two Splintering Leg attacks.
Splintering Leg. Melee weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) bludgeoning damage, plus 3 (1d6) piercing damage. The target must succeed on a DC 15 Dexterity saving throw or have its speed reduced by 10 feet until the end of its next turn as phantom splinters catch in its clothing.
Crooked Backrest. Melee weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10+4) bludgeoning damage. If the target is Large or smaller, it must succeed on a DC 15 Strength saving throw or be pushed up to 10 feet and knocked prone.
Grudging Collapse (Recharge 5-6). The chairwraith erupts into a collapsing heap of invisible seats and jagged wooden frames. Each creature within 15 feet must make a DC 15 Dexterity saving throw, taking 21 (6d6) bludgeoning damage on a failed save, or half as much on a successful one. On a failed save, a creature is also knocked prone.

Bonus Actions

Pull Up a Seat. The chairwraith conjures a spectral chair in an unoccupied space within 30 feet that it can see. The chair lasts until the end of the chairwraith's next turn. The first creature to sit in it or touch it must succeed on a DC 15 Wisdom saving throw or be pulled 10 feet toward the chairwraith and have disadvantage on its next attack roll.

Reactions

You Never Said Thank You. When a creature within 5 feet stands from a chair, the chairwraith forces it to make a DC 15 Dexterity saving throw. On a failure, the creature falls prone and takes 7 (2d6) psychic damage. A creature that has already understood what the chairwraith used to be has advantage on this saving throw.

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"You remembered the table. You remembered the meal. Not once did you remember me." โ€” Old Courtesy, beneath Bellweather House

Lore & Description

Appearance

The Unthanked Chairwraith resembles a tangled humanoid assembled from dozens of chairs: bent dining backs form a rib cage, four mismatched legs jut from its arms, and cracked seats overlap like dark wooden scales. Its surfaces range from honey-colored oak to peeling green paint and mold-black wicker, all bound together by greasy upholstery, horsehair, and cords of shadow. Empty chair backs rise behind its head like a crown. Whenever it moves, every joint creaks at a different moment, creating the sound of a room full of people shifting impatiently in their seats.

Behavior & Origins

A chairwraith forms where generations of people have treated furniture as disposable, kicking it aside, carving insults into it, or rising without a word of thanks. The most dangerous one is known as Old Courtesy, born in the abandoned dining hall of Bellweather House after its servants vanished. It does not merely hate people who sit; it hates entitlement itself, and it wants every living creature in Bellweather to acknowledge the countless hours its former chairs spent bearing their weight. Its whispers remember every occupant, every spilled drink, and every careless scrape across a floor.

Running Unthanked Chairwraith

Tactics

The chairwraith begins by using Pull Up a Seat to divide the party and force someone into its reach, then attacks the most isolated creature with Multiattack. It uses Crooked Backrest to knock targets away from allies before unleashing Grudging Collapse when two or more creatures are nearby. When bloodied, it retreats through furniture and whispers clues about its origin; it fights to the death if someone mocks, burns, or casually destroys a chair in its presence.

DM Tips

  • Telegraph the creature with chairs that turn toward passersby, fresh splinters in old furniture, and unseen voices demanding thanks.
  • Make the origin mechanic discoverable: inscriptions reading 'Property of Bellweather House,' old seating ledgers, or memories of being carried into the dining hall should point toward the chair's true nature.
  • Use the chairwraith's telepathy in a wounded, formal voice, correcting people who call it a monster and insisting that it is 'a guest who was never acknowledged.'
  • For a weaker party, lower the understanding check to DC 12 and remove the psychic damage from You Never Said Thank You; for a stronger party, let the chairwraith create two spectral chairs with Pull Up a Seat.

Loot

  • Bellweather Seating Ledger — A water-stained book listing every chair purchased for Bellweather House, including the names of several missing servants and the date Old Courtesy was made.
  • The Polite Splinter — A polished shard of dark wood engraved with the word 'THANKS.' Once per day, its bearer can gain advantage on a Charisma check made to apologize sincerely.
  • Upholstery of Remembered Weight — A strip of red velvet that remains warm when held. It can be sewn onto a chair to make that chair creak whenever someone stands without thanking it.

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Generation Info

Original prompt:
"CR 5: The collective grudge of every chair ever sat on without a thank-you. It can only be truly harmed by someone who understands what it used to be."

Created: Sep 1, 2026
Modified: Sep 10, 2026

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