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Goodbye-Hungry Wheelbarrow

Large Construct (animated object), Neutral Evil


Armor Class 17 (natural armor)

Hit Points 168 (16d10+80)

Speed 40 ft.

STR 20 (+5)
DEX 14 (+2)
CON 20 (+5)
INT 8 (-1)
WIS 14 (+2)
CHA 12 (+1)

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

Skills Stealth +6, Perception +6

Damage Resistances bludgeoning; piercing; slashing from nonmagical attacks

Damage Immunities poison, psychic

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

Senses darkvision 60 ft., passive Perception 16

Languages Common

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


Harvest-Born Hunger. The wheelbarrow can consume nonmagical plants, fruit, grain, and other harvested food as an action. Whenever it deals damage to a creature with its Maw, it gains 10 temporary hit points if that creature is carrying or wearing food, seeds, or living plant matter.
The Orchard Remembers. The wheelbarrow always knows the direction and distance to any creature that has eaten something from its lair within the last 24 hours, provided that creature is within 1 mile. It has advantage on attack rolls against such creatures.
Unhallowed Cartwright. The wheelbarrow doesn't require air, food, drink, or sleep. It is unaffected by spells and effects that would alter its form against its will.
Lair of No Goodbyes. While in its lair, the wheelbarrow can move through spaces occupied by nonhostile plants, crates, fences, and farm tools as if they were difficult terrain. The first time each round it enters such a space, the object or plant shifts aside and seals behind it.

Actions

Multiattack. The wheelbarrow makes one Maw attack and one Ram attack.
Maw. Melee weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10+5) piercing damage, plus 7 (2d6) necrotic damage. The target must succeed on a DC 16 Strength saving throw or be grappled by the wheelbarrow's splintered wooden jaws. Until the grapple ends, the target is restrained, and the wheelbarrow can't use Maw against another target. The grapple ends if the wheelbarrow moves more than 10 feet from the target.
Ram. Melee weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8+5) bludgeoning damage. If the target is Large or smaller, it must succeed on a DC 16 Strength saving throw or be pushed up to 15 feet and knocked prone.
Disgorge the Harvest (Recharge 5-6). The wheelbarrow vomits a storm of rotten produce, thorny vines, and jagged husks in a 20-foot-radius sphere centered on itself. Each creature in that area must make a DC 16 Dexterity saving throw, taking 31 (7d8) piercing and bludgeoning damage on a failed save, or half as much on a successful one. The area becomes difficult terrain until the end of the wheelbarrow's next turn.

Bonus Actions

Wheel Away. The wheelbarrow moves up to half its speed without provoking opportunity attacks from creatures it has grappled or from creatures standing in difficult terrain created by Disgorge the Harvest.

Reactions

No Farewell. When a creature within 10 feet of the wheelbarrow moves away from it, the wheelbarrow shifts up to 10 feet toward that creature without provoking opportunity attacks.

Legendary Actions

The wheelbarrow 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. The wheelbarrow regains spent legendary actions at the start of its turn.

Roll. The wheelbarrow moves up to half its speed without provoking opportunity attacks.
Maw (Costs 2 Actions). The wheelbarrow makes one Maw attack.
Splintering Farewell (Costs 2 Actions). One creature within 10 feet of the wheelbarrow must succeed on a DC 16 Dexterity saving throw or take 10 (3d6) piercing damage and be pulled up to 10 feet toward the wheelbarrow.

Lair

Lair Actions

On initiative count 20 (losing initiative ties), the creature can take a lair action to cause one of the following effects; it can't use the same effect two rounds in a row:

  • Aisles Shift. The wheelbarrow rearranges the lair. Up to three 10-foot-square sections of ground within 60 feet become walls of crates, hedges, roots, or stacked farm equipment, or cease to be such obstacles. These changes last until the next initiative count 20.
  • The Path Closes. A 20-foot-long, 5-foot-wide line of ground within 60 feet folds upward into a barricade of roots and splintered boards. Creatures in the line must succeed on a DC 16 Dexterity saving throw or take 10 (3d6) bludgeoning damage and fall prone. The barricade provides half cover and lasts until the next initiative count 20.
  • Empty Cradle. A space occupied by a Tiny or Small unattended object within 60 feet suddenly becomes empty, and that object appears in an unoccupied space within 10 feet of the wheelbarrow. If the object is food or plant matter, the wheelbarrow immediately consumes it.

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Do not wave farewell beneath the red apple tree; the orchard takes gestures personally. โ€” warning scratched into the Pell family cider press

Lore & Description

Appearance

This monstrous wheelbarrow is built from blackened orchard wood bound with rust-red iron. Its single wheel has grown into a toothed wooden maw, while the handles have become long, grasping limbs ending in hooked metal fingers. Its deep bin is lined with damp moss and packed with half-digested apples, pale roots, and twitching vines. A faint smell of cider, wet soil, and old blood follows it wherever it rolls.

Behavior & Origins

The wheelbarrow was once a humble tool belonging to Mistress Veyra Pell, keeper of the Orchard of Last Goodbyes. For generations it carried the village's harvest, but it began tasting the fruit it transported and eventually learned that people were harvest too. Now it haunts the orchard, consuming anyone who tries to leave with its apples. The orchard rearranges itself to prevent farewells: gates open into sheds, paths loop back to the same tree, and familiar cottages appear where fields stood moments before. The wheelbarrow wants only one thing: to make every person who has ever eaten its fruit return home to the orchard forever.

Running Goodbye-Hungry Wheelbarrow

Tactics

The wheelbarrow begins by using Aisles Shift or No Farewell to isolate the most mobile character, then closes with Maw to grapple and restrain that target. It uses Disgorge the Harvest when several enemies cluster together and spends legendary actions to pull fleeing creatures back into reach. When bloodied, it retreats through walls of crates and hedges, but fights to the death if anyone carries fruit from the Orchard of Last Goodbyes.

DM Tips

  • Telegraph the monster with wheel tracks that stop at vertical walls, half-eaten apples found inside locked homes, and paths that quietly change behind the characters.
  • Play its voice as the creak of wood and the grinding of a wheel; it repeats farewells spoken nearby in a warped, pleading tone.
  • For a weaker party, remove the necrotic damage from Maw and let Lair of No Goodbyes affect only plants and unattended objects.
  • For a stronger party, give Disgorge the Harvest a recharge of 4-6 and allow Aisles Shift to create two additional obstacles.

Loot

  • Pell's First Wheel — A small iron wheel hidden inside the monster's frame. When placed beneath a cart or wagon, it lets the vehicle ignore difficult terrain for 24 hours, but it always turns toward the Orchard of Last Goodbyes.
  • Unbitten Red Apple — A flawless apple that never rots. Eating it grants advantage on saving throws against being magically transported or teleported for one day, but the eater dreams of the orchard calling them home.
  • Splinter of the Goodbye Tree — A black wooden shard carved with the names of dozens of missing villagers. It can be used as evidence that the orchard's victims may still be alive somewhere within its shifting paths.

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Generation Info

Original prompt:
"CR 10: A wheelbarrow that developed a taste for the harvest it once carried. Its lair rearranges itself to spare it from goodbyes."

Created: Sep 19, 2026
Modified: Oct 26, 2026

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