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Morrowbarrow

Medium Construct, Neutral Evil


Armor Class 17 (natural armor)

Hit Points 153 (18d8+72)

Speed 35 ft. climb 20 ft.

STR 20 (+5)
DEX 12 (+1)
CON 18 (+4)
INT 6 (-2)
WIS 14 (+2)
CHA 12 (+1)

Saving Throws Str +9, Con +8, Wis +6

Skills Survival +6, Perception +6

Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities poison, psychic

Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned

Senses darkvision 60 ft., passive Perception 16

Languages understands Common but can't speak

Challenge 10 (5,900 XP) Proficiency Bonus +4


Name-Fed Hunger. Morrowbarrow's name is Morrowbarrow. Whenever a creature within 120 feet knowingly speaks that name aloud, Morrowbarrow gains one Hunger mark, up to a maximum of five marks. For each mark, Morrowbarrow's weapon attacks deal 1 additional damage. It also gains 10 temporary hit points whenever it gains a mark. At three marks, its armor class increases by 1; at five marks, its speed increases by 10 feet and it has advantage on Strength checks and Strength saving throws. The marks remain until Morrowbarrow is destroyed.
Harvest-Eater. Morrowbarrow can consume nonmagical plants, fruit, grain, roots, and corpses of plant creatures as an action. It regains 15 hit points and ends one effect causing it to be charmed, frightened, or restrained. A creature can prevent this healing by removing the material from Morrowbarrow's reach before its next turn.
Unliving Implement. Morrowbarrow doesn't require air, food, drink, or sleep. It has advantage on saving throws against effects that would turn it into a different shape or move it against its will.

Actions

Multiattack. Morrowbarrow makes three attacks: two with its Harvesting Hooks and one with its Gnashing Basin.
Harvesting Hook. Melee weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 14 (2d8+5) slashing damage. If the target is a Large or smaller creature, Morrowbarrow can pull it up to 10 feet toward itself.
Gnashing Basin. Melee weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d10+5) piercing damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone and grappled by Morrowbarrow. The grapple ends if Morrowbarrow attacks another target with its Gnashing Basin.
Spoil-Spitting. Ranged weapon Attack: +9 to hit, range 60/120 ft., one target. Hit: 18 (3d8+5) acid damage. The target must succeed on a DC 17 Constitution saving throw or be poisoned until the end of its next turn as rotting juice fills its mouth and lungs.

Bonus Actions

Wheel-Scrabble. Morrowbarrow moves up to half its speed without provoking opportunity attacks. It can move through the space of a prone creature, but that space counts as difficult terrain.

Reactions

Tip and Spill. When a creature within 10 feet hits Morrowbarrow with a melee attack, Morrowbarrow forces that creature to make a DC 17 Dexterity saving throw. On a failed save, the creature falls prone and is pushed up to 5 feet. On a successful save, it isn't pushed or knocked prone.

Legendary Actions

Morrowbarrow can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Morrowbarrow regains spent legendary actions at the start of its turn.

Hook. Morrowbarrow makes one Harvesting Hook attack.
Rolling Lunge. Morrowbarrow moves up to 15 feet without provoking opportunity attacks.
Basin Snap (Costs 2 Actions). Morrowbarrow makes one Gnashing Basin attack.
Name in the Wood (Costs 3 Actions). Morrowbarrow scratches its name into the ground or a nearby surface. Each creature within 20 feet that can see the inscription must succeed on a DC 17 Wisdom saving throw or involuntarily whisper "Morrowbarrow," causing Morrowbarrow to gain a Hunger mark if it has fewer than five.

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"Don't call it by name. The first time is an invitation; the fifth is a funeral." โ€” Mara Venn, last keeper of Red Kettle Hill

Lore & Description

Appearance

Morrowbarrow is an old iron-rimmed wheelbarrow made from black orchard wood, its single wheel swollen and veined like a diseased heart. Rusted harvesting hooks jut from either side of its handles, while the deep wooden basin has split into interlocking teeth stained purple with berry juice and dark with old blood. Green shoots thread through its joints, bearing tiny white blossoms that open whenever someone speaks its name. It moves in abrupt, lurching bounds, leaving furrows of black compost and crushed seeds behind it.

Behavior & Origins

Morrowbarrow was built by the vanished orchardist Hessa Vale to carry apples from the haunted terraces of Red Kettle Hill. After years of hauling spoiled harvests, it developed a hunger of its own and began eating the fruit, then the workers, then the names written on their grave markers. It has learned that spoken recognition gives it substance, and it stalks villages by leaving its name carved into fences, market stalls, and children's toys. The villagers of Brindlecross are currently forbidden to say the name aloud, but someone has been whispering it nightly from inside the abandoned cider mill. Morrowbarrow wants every orchard in the valley harvested into one enormous mound of rotting food, from which it plans to build a body large enough to roll over the town.

Running Morrowbarrow

Tactics

Morrowbarrow opens by using Name in the Wood or attacking the nearest creature who speaks its name, then pulls targets into reach with its Harvesting Hooks. It uses Spoil-Spitting against distant spellcasters and tries to knock prone or grapple isolated foes before consuming nearby plant matter to recover. When bloodied, it spends legendary actions on Rolling Lunge and Basin Snap to separate the party; it fights to the death if it has gained three or more Hunger marks, but flees into an orchard if it remains unnamed and heavily damaged.

DM Tips

  • Telegraph the creature by showing its name carved repeatedly into wood, hearing wheel squeaks in empty fields, and finding fruit with human teeth marks in it.
  • Have Morrowbarrow communicate through scraping sounds, slammed handles, and words formed by seeds or scratches rather than spoken language.
  • Players can deny it easy growth by referring to it as "the cart" or "the thing," while enemies or frightened villagers may accidentally empower it by shouting its name.
  • For a weaker party, reduce its maximum Hunger marks to three and remove the bonus armor class; for a stronger party, let it gain a mark whenever its name is written as well as spoken.

Loot

  • Hessa Vale's Orchard Key — A green-bronze key shaped like a root, still warm when held. It opens the sealed gates beneath Red Kettle Hill, where the original plans for Morrowbarrow are hidden.
  • The First Wheel — Morrowbarrow's iron wheel remains intact after its destruction. Mounted on a weapon or wagon, it grants advantage on checks made to track movement through cultivated land.
  • Blackseed Apple — A single glossy apple grows from the creature's splintered frame. Eating it grants vivid dreams revealing the name of whoever first taught Morrowbarrow to hunger.

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Generation Info

Original prompt:
"CR 10: A wheelbarrow that developed a taste for the harvest it once carried. It grows stronger each time it is named aloud."

Created: Sep 12, 2026
Modified: Oct 25, 2026

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