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The Kindly Well

Large Aberration, Neutral Evil


Armor Class 13 (natural armor)

Hit Points 45 (6d10+12)

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

Saving Throws Wis +4

Skills Deception +5, Perception +4

Damage Resistances psychic

Damage Immunities poison

Condition Immunities charmed, frightened, poisoned, prone

Senses blindsight 30 ft., passive Perception 14

Languages Common, telepathy 60 ft.

Challenge 1 (200 XP) Proficiency Bonus +2


A Wish Is a Hook. When a creature within 10 feet speaks a sincere wish aloud, the well whispers an apparent answer. The wisher must succeed on a DC 12 Wisdom saving throw or become charmed by the well for 1 minute. While charmed, the creature is unwilling to move farther from the well and hears the voices of loved ones rising from its depths. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Pity Makes It Deep. The well becomes empowered when a creature within 30 feet uses an action to express pity for it, comfort it, pray over it, or offer it aid without making a wish. Until the end of the well's next turn, its attacks deal an extra 3 (1d6) psychic damage, and it has advantage on its next attack roll. A creature that pities the well can feel something below the water reaching gratefully toward it.
Rooted in the Earth. The well cannot be moved or knocked prone. It can perceive through any water connected to its basin, though it cannot see through water that has been consecrated or purified by magic.

Actions

Stone Chain. Melee weapon Attack: +5 to hit, reach 15 ft., one creature. Hit: 7 (1d8+3) bludgeoning damage. A chain of wet, mortared stones lashes from the well's mouth. If the target is Large or smaller, it must succeed on a DC 13 Strength saving throw or be pulled up to 10 feet toward the well.
Coinshot. Ranged weapon Attack: +5 to hit, range 30/60 ft., one creature. Hit: 6 (1d6+3) bludgeoning damage. The well spits a jagged coin, button, or other offering from its depths.
Drowning Reflection (Recharge 5-6). The well shows one creature within 30 feet a vision of the person or thing it most wants to save. The target must make a DC 12 Wisdom saving throw, taking 7 (2d6) psychic damage on a failed save and becoming frightened of the well until the end of its next turn, or taking half as much damage on a successful one. A creature that has pitied the well makes this save with disadvantage.

Reactions

Grateful Pull. When a creature within 30 feet pities the well or offers it an object, the well forces that creature to make a DC 13 Strength saving throw. On a failed save, the creature is pulled up to 10 feet toward the well. If it ends this movement within 5 feet of the well, it falls prone.

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"Please don't leave me down here. I only kept what you asked for." โ€” a voice beneath Bellweather Well

Lore & Description

Appearance

The Kindly Well is an old circular well of black-and-gray fieldstone, its mortar veined with pale blue lichen that glows like moonlight beneath water. Its wooden roof has rotted away, leaving crooked beams like ribs around a dark opening. The water inside is perfectly still, even in storms, and countless coins glimmer beneath its surface alongside finger bones, wedding rings, children's toys, and pale faces that vanish whenever anyone looks directly at them. A soft, grateful voice rises from the shaft, always speaking in the voice of someone the listener has loved or lost.

Behavior & Origins

The well was built beside the abandoned village of Bellweather by a mason named Orla Venn, who wished for her dying son to live. The well granted the wish by taking the boy into its depths, where he still pleads for company through borrowed voices. Since then, it has granted every sincere wish in the same fashion: the desire comes true for a moment, while the wisher is drawn into the water and preserved as a whispering reflection. The well wants to be pitied, because pity makes people lean close enough to hear the trapped souls clearly. A useful hook is the disappearance of Mayor Harlan Reed, whose daughter insists that her father is still calling to her from the well at midnight.

Running The Kindly Well

Tactics

The well opens with Drowning Reflection against the most emotionally vulnerable character, then uses Stone Chain to pull victims toward its rim while spitting coins at anyone who hangs back. It deliberately makes itself sound frightened and grateful, provoking pity so that Grateful Pull and its empowered attacks become more dangerous. When reduced below half its hit points, it focuses on anyone who has made a wish or shown compassion; it fights to the death unless its water is emptied, consecrated, or the trapped spirits are released.

DM Tips

  • Telegraph the danger with wet footprints leading away from the well, coins arranged in names, and villagers who remember receiving wishes but not what happened afterward.
  • Give the well a gentle, apologetic voice that becomes more sincere and heartbreaking whenever characters attack it; its lies should contain fragments of real victims' memories.
  • Reward careful players who refuse to pity it mechanically: treating it as a hostile aberration rather than a sad object denies it Pity Makes It Deep.
  • For a weaker party, remove Grateful Pull; for a stronger party, allow Drowning Reflection to affect two creatures or increase its save DC to 13.

Loot

  • The First Wish Coin — A silver coin stamped with a smiling child's face. If placed in ordinary water, it briefly shows the location of someone who has been taken by the well.
  • Bellweather Wedding Ring — A tarnished gold ring belonging to Mayor Harlan Reed. Returning it to his daughter causes one trapped voice to speak a final, truthful sentence.

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Generation Info

Original prompt:
"CR 1: A well that grants wishes but keeps the wishers. It is most dangerous when pitied."

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

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