The Well That Keeps
Armor Class 15 (natural armor)
Hit Points 114 (12d10+48)
Speed 20 ft.
Saving Throws Con +7, Wis +5
Skills Insight +5, Deception +6, Perception +5
Damage Resistances cold; fire; lightning; necrotic; psychic; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, frightened, poisoned
Senses darkvision 60 ft., passive Perception 15
Languages Common, Deep Speech, telepathy 60 ft.
Challenge 6 (2,300 XP) Proficiency Bonus +3
Actions
Bonus Actions
Reactions
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"Ask for anything, dear heart. I have all eternity to collect." โ Mara's voice beneath Bellwether Hollow
Lore & Description
Appearance
The Well That Keeps appears to be an old circular well built from pale, water-stained stones. Thorn-black moss hangs over its rim, and its iron crank is twisted into the shape of a woman's fingers. No rope descends into the perfectly still water. A faint face sometimes appears beneath the surface: a young woman with drowned-white skin, riverweed hair, and eyes that shine like coins at the bottom of a dark pool. When angered, the stones flex like knuckles and long tendrils of masonry uncoil from between them.
Behavior & Origins
The well was once Mara Venn, the daughter of a miller in the famine-struck village of Bellwether Hollow. When Mara discovered that the village elders were hoarding grain, they drowned her in the old village well and told the starving townsfolk that she had cursed their harvest. In desperation, the villagers began casting wishes into the water, and Mara's resentment answered them. Every fulfilled wish now adds another captive to the drowned dream beneath the stones. The well wants people to remember only the miracle and forget the murder. A weathered millstone bearing Mara's name lies buried beneath the floor of the abandoned Venn mill; finding it and understanding the truth allows a creature to harm the well.
Running The Well That Keeps
Tactics
The well opens by offering a tempting wish, using Wishes Are Hooks before attacking. It pulls isolated targets toward its rim with Stone Tendrils, then uses Drowning Kiss on incapacitated or grappled victims while positioning with Ripple Through Stone. When reduced below half its hit points, it uses Grant the Waking Wish against the most dangerous foe and offers Seal the Bargain to a wounded character; it fights to the death if Mara's name has been spoken, but otherwise attempts to lure the party into accepting bargains and leaving.
DM Tips
- Telegraph the danger with villagers who received impossible gifts but cannot remember relatives who vanished afterward, and with wet footprints leading away from the well despite no one being nearby.
- Mara speaks softly and warmly, calling each character by a private name or repeating a lost loved one's voice; she becomes furious only when someone calls her Mara Venn or mentions the drowning.
- Let characters discover the truth through the Venn millstone, an old survivor's testimony, or trapped dreamers who remember the murder. Do not require a specific skill check if the players genuinely understand the history.
- For a weaker party, reduce the well's hit points to 90 and remove A Wish Misheard. For a stronger party, let the well use Stone Tendril as a legendary action once per round and increase the save DCs to 16.
Loot
- Mara's Iron Crank — A cold, twisted crank that remains damp even when dry. Once per dawn, it can cast speak with dead on a creature that died by drowning.
- The Last Wisher's Coin — A silver coin fused with a child's name. It grants advantage on one saving throw against being charmed or magically compelled, then cracks in half.
- Venn Millstone Fragment — A piece of the stone bearing Mara's name. It serves as proof of the well's former identity and can expose other places where her spirit has left echoes.