Chairgeist
Armor Class 15 (natural armor)
Hit Points 52 (8d8+16)
Speed 30 ft. climb 30 ft.
Saving Throws Wis +3
Skills Stealth +4, Perception +3
Damage Resistances bludgeoning from nonmagical attacks
Damage Immunities psychic
Condition Immunities charmed, frightened
Senses darkvision 60 ft., passive Perception 13
Languages Common, telepathy 30 ft.
Challenge 3 (700 XP) Proficiency Bonus +2
Actions
Bonus Actions
Reactions
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You may leave when the room is finished with you. โ scratched into the underside of a tavern table
Lore & Description
Appearance
A chairgeist resembles a tall, crooked silhouette assembled from dozens of mismatched chairs: lacquered dining legs, cracked rocking-chair arms, velvet backs, splintered stools, and a broad empty seat where a torso should be. Its joints creak without moving, while dozens of tiny brass nameplates glint across its wooden frame. When angered, cushions swell like bruised flesh and every nearby chair turns subtly toward the offender.
Behavior & Origins
A chairgeist forms where generations of guests rise from meals, meetings, and waiting rooms without offering even a murmured word of thanks. It is not the spirit of one chair but the accumulated resentment of every neglected seat in the building. The creature stalks the rude and rearranges rooms so that no one can make a clean departure: doors lead into closets, hallways loop back to dining rooms, and chairs are always waiting behind fleeing knees. The most notorious chairgeist is called Madam Backrest, haunting the abandoned Gallowglass Inn and demanding that its owner, Orwin Vale, return to apologize to every chair he ever sold. A character who sincerely thanks a chair in the chairgeist's presence can briefly confuse it, though whether that earns mercy depends on the chair's own ancient grievance.
Running Chairgeist
Tactics
The chairgeist begins by using Pull Out a Chair on the most mobile-looking creature, then attacks from among the furniture with Wooden Limbs. It uses Rearrange the Room to scatter a group, teleport behind isolated targets, and block exits with overturned furniture. When bloodied, it becomes fixated on whoever last attempted to flee; it fights to the death unless that creature sincerely thanks a nearby chair and promises to return for it.
DM Tips
- Telegraph the danger with chairs that scrape across empty floors, furniture facing the party when no one is looking, and a hallway that subtly gains or loses a chair each time it is traversed.
- Give the chairgeist a fussy, wounded voice full of long pauses and domestic complaints; it refers to furniture as dear friends and adventurers as 'bottoms' or 'ungrateful backsides.'
- A sincere thank-you to a chair should impose disadvantage on the chairgeist's next attack against that speaker, rewarding observant or diplomatic players without ending the encounter outright.
- For a weaker party, reduce the chairgeist to 39 hit points and remove its resistance to nonmagical bludgeoning; for a stronger party, give Rearrange the Room a recharge of 5-6 instead of three uses per day.
Loot
- The Apology Plaque — A tarnished brass plaque engraved with the words THANK YOU FOR YOUR SUPPORT. When fastened to a chair, it grants advantage on one Charisma check made to calm an angry spirit or household object.
- Madam Backrest's Caster — A polished chair leg carved with tiny names and dates. It can serve as a +1 club, but it creaks disapprovingly whenever its wielder stands without thanking the nearest seat.
- The Gallowglass Floor Plan — A map of the inn that changes whenever furniture is moved. It reveals a hidden room containing Orwin Vale's unsent apology letters and the original chair that began the haunting.