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The Arrears Gate

Large Construct, Lawful Evil


Armor Class 17 (natural armor)

Hit Points 85 (10d10+30)

Speed 20 ft.

STR 18 (+4)
DEX 8 (-1)
CON 16 (+3)
INT 12 (+1)
WIS 14 (+2)
CHA 16 (+3)

Saving Throws Con +6, Wis +5

Skills Insight +5, Perception +5

Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine

Damage Immunities poison, psychic

Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned

Senses darkvision 60 ft., passive Perception 15

Languages Common

Challenge 5 (1,800 XP) Proficiency Bonus +3


The Ledger Never Forgets. The Arrears Gate knows the name, face, and approximate current location of every creature that has passed within 1 mile of it during the last year. It has advantage on Wisdom (Perception) and Wisdom (Insight) checks made to identify or track those creatures. A creature whose name appears in the gate's ledger can't gain advantage on saving throws against the gate's abilities.
Compound Interest. When a creature fails a saving throw against the Arrears Gate or is hit by its Tolling Arm, it gains one debt mark, up to three marks. At the start of each debt-marked creature's turn, it takes 3 (1d6) force damage for each debt mark it has. A creature can remove one debt mark by using an action to present a payment worth at least 25 gp to the gate, or by succeeding on a DC 15 Charisma (Deception or Persuasion) check while offering a convincing excuse. The gate can have any number of creatures debt-marked.
Constructed Nature. The Arrears Gate doesn't require air, food, drink, or sleep.

Actions

Multiattack. The Arrears Gate makes two Tolling Arm attacks. It can replace one attack with a use of Stamp of Delinquency.
Tolling Arm. Melee weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8+4) bludgeoning damage. If the target has no debt marks, it gains one debt mark.
Stamp of Delinquency (Recharge 5-6). The gate slams its iron stamp into the ground, sending a red-hot line of official seal wax toward a point it can see within 60 feet. Each creature in a 30-foot-long, 5-foot-wide line must make a DC 15 Dexterity saving throw, taking 18 (4d8) force damage on a failed save, or half as much on a successful one. A creature that fails the save gains one debt mark and is pushed up to 10 feet away from the gate.
Collect Interest. The gate targets one creature it can see within 60 feet that has at least one debt mark. The target must succeed on a DC 15 Wisdom saving throw or take 14 (4d6) psychic damage and become frightened of the gate until the end of its next turn. On a successful save, the target takes half as much damage and isn't frightened.
Demand Payment. The gate names one creature within 30 feet and announces its alleged debt. The target must succeed on a DC 15 Charisma saving throw or be compelled to use its reaction, if available, to drop one held object of the gate's choice. If the object is worth at least 25 gp, the gate consumes it and removes one debt mark from the target. A creature immune to being charmed is immune to this effect.

Reactions

Exact Change. When a creature within 10 feet of the gate misses it with an attack, the gate snaps its ticket arm toward the attacker. The attacker must succeed on a DC 15 Dexterity saving throw or be restrained by the arm until the start of its next turn. The restraint ends early if the creature or an ally within reach deals 5 or more damage to the arm.

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"No passage without payment. No payment without interest. No interest without consequences." โ€” The Arrears Gate, on every surviving toll sign

Lore & Description

Appearance

The Arrears Gate is a sagging wooden toll booth mounted on six iron wheels, its faded green paint blistered by rain and sun. A little roof bell hangs above a shuttered window, though it rings without wind. Brass numerals spell out contradictory toll rates across its front, while parchment ledgers bulge from every crack and flutter with ink-stained pages. When it awakens, the booth unfolds crooked wooden legs, a ticket arm becomes a heavy iron club, and a long brass stamp protrudes from its counter like a beak. Its single glass window glows with the red light of a banker's seal.

Behavior & Origins

The Arrears Gate once served the Duchy of Veyr, collecting passage fees on the King's Road until the duchy collapsed and the road was abandoned. The toll booth continued its duties, adding unpaid fees, penalties, and compound interest to a ledger that has somehow grown longer than the road itself. It insists that every traveler owes something, especially those whose names already appear in its books. The gate is currently searching for Magistrate Odran Pell, who vanished after stealing the master ledger and leaving the booth with a debt it considers unforgivable. A party member may discover that their names were written into the ledger years before they ever reached the road.

Running The Arrears Gate

Tactics

The Arrears Gate opens by using Stamp of Delinquency to mark and scatter as many creatures as possible, then focuses its Tolling Arms on anyone who already has debt marks. It uses Demand Payment to disarm spellcasters or force a valuable object into its collection, while positioning its body to block the road and keep foes within reach. When bloodied, it uses Collect Interest against the most heavily marked creature and fights to the destruction of its frame unless someone offers the master ledger or a payment that genuinely satisfies its ancient contract.

DM Tips

  • Telegraph danger with fresh ink on supposedly weathered notices, brass bells ringing as the party approaches, and a ledger page bearing one character's name in handwriting none of them recognize.
  • Roleplay the gate as a humorless civil servant: it cites paragraph numbers, corrects pronunciation, and treats attacks as procedural disputes rather than personal insults.
  • For a weaker party, reduce the gate to 68 hit points, lower its saving throw DC to 13, and remove Exact Change; for a stronger party, let debt marks deal 1d8 force damage each and give the gate a third Tolling Arm attack in its Multiattack.
  • Make payment a meaningful alternative to combat. A stolen signet, a signed confession from Magistrate Pell, or the return of the master ledger could satisfy the gate and end the encounter.

Loot

  • The Master Ledger — A black iron-bound book containing names, debts, secrets, and travel records from three generations. Its pages include the names of several powerful local figures and may serve as leverage or proof in a political investigation.
  • Brass Toll Stamp — A heavy official seal that can mark documents with an unforgeable impression of the old Duchy of Veyr. Once per day, its bearer can stamp a mundane contract to make it glow faintly whenever a signer knowingly breaks it.
  • Unclaimed Payments — Behind the booth's false counter are old offerings: a tarnished signet ring, a pouch of obsolete silver coins, three sealed letters, and a small wooden box containing a single diamond wrapped in a delinquent notice.

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Generation Info

Original prompt:
"CR 5: An abandoned toll booth that still collects, with interest. It keeps a list, and the party is on it."

Created: Sep 28, 2026
Modified: Oct 25, 2026

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