The Errant Place
Armor Class 16 (natural armor)
Hit Points 93 (11d10+33)
Speed 30 ft.
Saving Throws Wis +5, Cha +6
Skills Survival +5, Deception +6, Perception +5
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities prone
Senses darkvision 60 ft., passive Perception 15
Languages Common, telepathy 60 ft.
Challenge 5 (1,800 XP) Proficiency Bonus +3
Actions
Bonus Actions
Reactions
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"You are late, Mara. The road waited until it forgot where it was going." โ the Errant Place, speaking through a roadside marker
Lore & Description
Appearance
The Errant Place is a piece of geography given hateful life: a hunched mass of moss-dark stone, faded brick, splintered signposts, and roads that vanish into its flesh. Its shoulders form miniature hills, its ribs resemble the arches of a ruined bridge, and black cartographic ink pulses through cracks in its body like veins. One side of its face is a weather-beaten town marker bearing a name no map records. Its many thin limbs end in compass needles, broken quills, and crooked signposts, while a single warm, lamp-like eye fixes lovingly on the person it believes is its lost companion.
Behavior & Origins
Decades ago, the surveyor Elian Voss drew a map of a valley that did not exist. A printing error shifted several landmarks, accidentally outlining a complete settlement, road system, and river basin in the blank margin. After Voss died, the map was buried beneath the foundations of an inn; years later, the imagined place emerged as the Errant Place. It resents explorers, surveyors, and anyone who calls its roads wrong, but it becomes confused and almost tender toward one member of each visiting group, whom it believes to be Voss's beloved, Mara. The Errant Place wants that person to stay forever as the heart of its impossible town. A useful hook is the abandoned inn called The Last True Mile, whose cellar contains Voss's original map and the name of the real Mara.
Running The Errant Place
Tactics
The Errant Place opens with Beloved's Call and Redrawn Boundary, separating intruders and forcing one character toward it while the others struggle through distorted terrain. It uses Reorient the Road to appear behind ranged attackers, then pulls isolated creatures close with its tendrils. When bloodied, it focuses on the Misplaced Beloved and tries to drag that character into the center of its body; it fights to the death if anyone damages the map or attempts to leave with its chosen companion.
DM Tips
- Telegraph the creature before combat with roads that loop back, mile markers bearing the characters' names, and a familiar voice calling one party member by a different name.
- Play the Errant Place as possessive and mournful rather than simply feral; it may call attacks against the Misplaced Beloved accidents and ask the other characters why they are keeping its love from coming home.
- For a weaker party, reduce its hit points to 75 and remove the recharge on Redrawn Boundary; for a stronger party, let Redrawn Boundary recharge on a 4-6 and give it two uses of Reorient the Road per round.
- The Misplaced Beloved can end Beloved's Call on the Errant Place by presenting Voss's original map, speaking Mara's true last words, or willingly accepting the creature's embrace for one round.
Loot
- Voss's Original Map — A brittle, impossible map showing the valley before the Errant Place became real. It can reveal shortcuts through the anomaly and bears the name Mara in a faded red hand.
- Compass of the Last True Mile — A brass compass whose needle points toward the place the bearer most wishes to return to. It becomes unreliable within the Errant Place's territory but can identify magical alterations to roads and landmarks.
- Inkstone Heart — A fist-sized lump of warm black stone taken from the creature's chest. When ground into ink, it can animate a drawn doorway or road for one hour, though the result always leads somewhere emotionally significant rather than somewhere geographically accurate.