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The Interest Collector

Large Construct, Neutral Evil


Armor Class 15 (natural armor)

Hit Points 45 (6d10+12)

Speed 20 ft.

STR 16 (+3)
DEX 10 (+0)
CON 14 (+2)
INT 8 (-1)
WIS 12 (+1)
CHA 6 (-2)

Skills Perception +3

Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities poison

Condition Immunities charmed, exhaustion, frightened, poisoned

Senses darkvision 60 ft., passive Perception 13

Languages Common

Challenge 1 (200 XP) Proficiency Bonus +2


Toll Territory. The Interest Collector knows whenever a creature comes within 60 feet of it, even if the creature is invisible or hidden. It can identify creatures that have previously passed through its toll territory.
The Collector's Keepsake. Whenever the Interest Collector reduces a creature to 0 hit points, it collects one odd, intangible possession from that creature. The DM chooses or rolls for the possession: the creature's reflection, the memory of a childhood song, the ability to recognize one familiar face, its sense of direction, the sound of its own laughter, or one secret it knew. The stolen possession appears as a tiny item in the booth's drawer and remains missing until the Interest Collector is destroyed, the item is recovered and returned, or a remove curse spell is cast on the defeated creature.
Exact Change Only. The Interest Collector cannot be bribed with ordinary coins. If a creature offers an object of genuine sentimental value as payment, the Interest Collector does not attack that creature until the end of its next turn, unless the creature or one of its allies harms it.

Actions

Multiattack. The Interest Collector makes two Slam attacks.
Slam. Melee weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) bludgeoning damage. The attack is made by a swinging barrier arm, splintered shutter, or iron coin tray.
Tolling Bell (Recharge 5-6). The Collector rings its cracked brass bell. Each creature within 15 feet of it must make a DC 11 Constitution saving throw, taking 7 (2d6) thunder damage on a failed save, or half as much damage on a successful one. A creature that fails the save is deafened until the end of its next turn.
Accrued Interest. Melee weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6+3) psychic damage. The target is assailed by sudden memories of every promise it has broken. If the target is concentrating, it has disadvantage on the Constitution saving throw it makes to maintain concentration.

Reactions

Barrier Slam. When a creature moves within 5 feet of the Interest Collector without having paid a sentimental toll, the Collector swings its barrier arm. The creature must succeed on a DC 11 Dexterity saving throw or have its speed reduced to 0 until the start of its next turn.

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"No passage without payment. No payment without interest." โ€” scratched into the booth's service window

Lore & Description

Appearance

This abandoned toll booth stands on four warped wooden posts, its faded red-and-white paint blistered by rain and sun. A crooked barrier arm juts from one side like a grasping limb, while a cracked brass bell hangs above a narrow service window. Its glass is opaque with dust except for two dark coin slots that resemble watchful eyes. Receipts crawl from a rusted machine in long, damp ribbons, each bearing the name of someone who has not yet paid.

Behavior & Origins

The Interest Collector was built to serve a road that vanished generations ago, but it still enforces the contract stamped into its iron foundation. It considers every traveler a debtor and every defeat a profitable transaction. The booth's drawer contains a growing collection of stolen intangibles, and some victims have spent years searching for the memories, voices, and reflections taken from them. The Collector is currently demanding payment from anyone who crosses the old Briarhook Causeway, because it believes the village of Bellwether still owes tolls for three hundred abandoned journeys.

Running The Interest Collector

Tactics

The Interest Collector begins by ringing its bell when several creatures are close together, then uses its barrier and narrow structure to control the road around it. It focuses its Slam attacks on one target at a time, preferring creatures that refuse to negotiate or that carry sentimental objects. When reduced below half its hit points, it retreats behind the booth and uses Accrued Interest against spellcasters; it fights to the death if its drawer of keepsakes is threatened.

DM Tips

  • Telegraph the danger with fresh receipts bearing the party's names, coins embedded in nearby trees, and travelers who cannot remember their own reflections.
  • Give the booth a fussy, bureaucratic voice delivered through its bell and receipt slot; it should object to missing signatures, incorrect forms, and insufficiently meaningful offerings.
  • For a weaker party, remove the psychic damage from Accrued Interest and reduce the Tolling Bell damage to 1d6; for a stronger party, give the Collector 10 additional hit points and let its keepsake theft impose a minor complication immediately.
  • Make stolen possessions useful story hooks rather than punishments: recovering the village elder's lost memory or a hero's missing shadow can lead directly to the booth's hidden ledger.

Loot

  • Drawer of Keepsakes — A locked iron drawer contains dozens of tiny tokens representing stolen intangible possessions: a glass bead holding a laugh, a folded scrap that whispers a secret, and a black button that casts no reflection. Returning a token restores its owner's stolen possession.
  • Original Toll Ledger — This water-damaged ledger names the road's forgotten builder and records an impossible debt owed by Bellwether. Its final page bears a signature that may belong to a living noble, a dead ancestor, or one of the characters.

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Generation Info

Original prompt:
"CR 1: An abandoned toll booth that still collects, with interest. It collects something odd from every creature it defeats."

Created: Sep 23, 2026
Modified: Oct 26, 2026

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