The Unthanked Seat
Armor Class 15 (natural armor)
Hit Points 60 (8d8+24)
Speed 30 ft. climb 20 ft.
Saving Throws Con +5, Wis +3
Skills Insight +3, Stealth +4, Perception +3
Damage Vulnerabilities fire
Damage Resistances psychic
Condition Immunities prone
Senses darkvision 60 ft., passive Perception 13
Languages Common, telepathy 60 ft.
Challenge 4 (1,100 XP) Proficiency Bonus +2
Actions
Reactions
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"You sat. You sighed. You stood. Not once did you say the smallest word." โ the last complaint heard in the Bellweather inn
Lore & Description
Appearance
The Unthanked Seat resembles a high-backed wooden chair assembled from dozens of mismatched pieces: black oak arms, a cracked red-cushioned seat, pale birch legs, and brass nails that twitch like tiny teeth. Its back is carved into a warped human face, perpetually locked in an expression of offended disbelief. Strips of old upholstery trail behind it like ragged hair, and its four legs bend with the jerky gait of an angry spider. Whenever it moves, the air fills with the sound of thousands of chairs creaking in complaint.
Behavior & Origins
The Unthanked Seat was born from centuries of neglected courtesy: tavern patrons who rose without a word, nobles who treated servants' furniture as invisible, and children who kicked chairs aside after using them. It hides in dining halls, abandoned inns, waiting rooms, and cluttered workshops, studying how people treat seats before choosing its target. It particularly hates the phrase "It's just a chair." The creature now seeks a legendary throne called the Courtesy Seat, believing that forcing the king who owns it to offer a public apology will make every chair in the world feel acknowledged. The throne is rumored to stand in the ruined palace of Bellweather.
Running The Unthanked Seat
Tactics
The Unthanked Seat begins motionless among ordinary furniture, waiting for someone to sit or casually name it before revealing itself. It uses Demand Gratitude to punish groups, then focuses Splintering Leg attacks on creatures who refuse to apologize while using Accusatory Creak against distant targets. When bloodied, it retreats through furniture and corners the rudest-looking opponent; it fights to the death if someone mocks it, but may flee if every creature nearby offers a sincere, specific apology.
DM Tips
- Telegraph its presence with chairs that turn slightly when no one is looking, synchronized creaks, and old tavern records listing people who vanished after refusing to say thank you.
- Play the creature as a wounded etiquette fanatic: it speaks in overlapping whispers, pauses expectantly after every demand, and becomes more powerful when the characters repeat its name.
- Reward creative sincerity: a heartfelt apology can grant advantage on a saving throw or cause the creature to lose one grudge token, while sarcastic thanks should have the opposite effect.
- For a weaker party, reduce its hit points to 45 and cap its grudge tokens at 3; for a stronger party, allow up to 8 tokens and give it two uses of Demand Gratitude per encounter.
Loot
- Brass Gratitude Nail — A warm brass nail pried from the creature's back. Once per day, tapping it against a piece of furniture and saying thank you causes that object to creak loudly if a creature nearby is lying.
- The Bellweather Apology Ledger — A water-stained ledger listing names, dates, and increasingly elaborate apologies owed to chairs throughout the region. Its final entry identifies the location of the Courtesy Seat.
- Red Upholstery Thread — A spool of red thread that never runs out while repairing a chair. Any chair mended with it gains a faint personality and will loudly complain if mistreated.