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Carrion Harvest Barrow

Large Construct (cursed object), Neutral Evil


Armor Class 17 (natural armor)

Hit Points 168 (16d10+80)

Speed 40 ft.

STR 20 (+5)
DEX 14 (+2)
CON 20 (+5)
INT 8 (-1)
WIS 14 (+2)
CHA 12 (+1)

Saving Throws Con +9, Wis +6

Skills Stealth +6, Perception +6

Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities poison, psychic

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

Senses darkvision 60 ft., passive Perception 16

Languages understands Common but can't speak

Challenge 10 (5,900 XP) Proficiency Bonus +4


Harvest-Born Hunger. The barrow can consume a Small or larger nonmagical plant, corpse, or pile of harvested food within 5 feet of it as a bonus action. It gains 10 temporary hit points and its next successful attack before the end of its next turn deals an extra 7 (2d6) necrotic damage. A creature whose corpse is consumed this way can't be restored to life by revivify.
Unkillable Implements. When the barrow is reduced to 0 hit points, it collapses into a heap of splintered wood and rusted iron but isn't destroyed. At the next midnight, it reforms around the nearest unattended wheel, cart, barrow, or similar wheeled object within 1 mile, with all its hit points. If no suitable object exists, it reforms at the site of its death after 1d6 days. A creature can prevent this relocation by marking the remains with consecrated soil and keeping them under continuous watch until sunrise.
Rolling Hunger. The barrow doesn't provoke opportunity attacks when it moves. Difficult terrain composed of crops, loose earth, or food doesn't cost it extra movement.
Wooden Innards. The barrow has advantage on saving throws against effects that would move it against its will.

Actions

Multiattack. The barrow makes two Wheel-Blade attacks and one Rutting Charge attack, provided it has moved at least 15 feet during this turn.
Wheel-Blade. Melee weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) slashing damage. On a hit, the target must succeed on a DC 16 Strength saving throw or be pulled 5 feet toward the barrow.
Rutting Charge. Melee weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 21 (3d10+5) bludgeoning damage. If the barrow moved at least 20 feet straight toward the target immediately before the attack, the target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the barrow can move through its space, which is difficult terrain for the barrow.
Seed-Sack Eruption (Recharge 5-6). The barrow tears open its wooden basin and ejects a storm of black seeds in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 31 (7d8) piercing damage on a failed save, or half as much on a successful one. A creature that fails the save is also covered in rooting vines and restrained until the end of its next turn.
Stuff the Barrow. The barrow targets one restrained, prone, or incapacitated creature within 5 feet. The target must succeed on a DC 16 Dexterity saving throw or be dragged into the barrow's basin and become grappled. Until the grapple ends, the target is blinded, restrained, and takes 10 (3d6) necrotic damage at the start of each of the barrow's turns. The barrow can carry only one creature this way.

Bonus Actions

Feed the Furrow. The barrow consumes a 5-foot-square patch of nonmagical vegetation or loose earth within 5 feet, leaving a deep furrow. Until the end of its next turn, it can move through that space without provoking opportunity attacks and has advantage on its next attack roll.

Reactions

Spill the Harvest. When the barrow takes damage from an attack while carrying a grappled creature, it can fling that creature into an unoccupied space within 15 feet. The flung creature takes 7 (2d6) bludgeoning damage and lands prone.

Legendary Actions

The barrow can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The barrow regains spent legendary actions at the start of its turn.

Lurch. The barrow moves up to half its speed without provoking opportunity attacks.
Wheel-Blade. The barrow makes one Wheel-Blade attack.
Scatter the Spoil (Costs 2 Actions). The barrow ejects rotten produce and bone fragments. Each creature within 10 feet must succeed on a DC 16 Dexterity saving throw or take 10 (3d6) bludgeoning damage and fall prone.

Lair

Lair Actions

On initiative count 20 (losing initiative ties), the creature can take a lair action to cause one of the following effects; it can't use the same effect two rounds in a row:

  • Furrowed Earth. A 20-foot-long, 5-foot-wide furrow tears open at a point the barrow can see within 60 feet. Each creature in the furrow must succeed on a DC 16 Dexterity saving throw or fall prone. The furrow becomes difficult terrain until the next round.
  • Harvest of Hands. Spectral wooden handles and grasping roots erupt from a 15-foot-radius patch of ground within 60 feet. Creatures of the barrow's choice in that area must succeed on a DC 16 Strength saving throw or be restrained until the end of their next turn.
  • Rotten Plenty. A 10-foot-radius area within 60 feet fills with the stench of rotting grain. Each creature that starts its turn there must succeed on a DC 16 Constitution saving throw or be poisoned until the start of its next turn.

Regional Effects

The region containing the creature's lair is warped by its magic, creating the following effects:

  • Within 6 miles of the barrow's current hiding place, harvested crops spoil from the inside out, their cores becoming black and fibrous.
  • Abandoned carts, wheelbarrows, and handcarts roll a few inches toward the nearest field whenever no one is watching.
  • At night, furrows appear in fields and gardens, always leading toward the barrow's next intended hunting ground.

If the barrow is truly prevented from relocating, these effects fade over the course of 1d10 days; otherwise they follow the cursed object to its new location.

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It carried our bread to market. Now it carries our children to the field. โ€” Mara Pell, last keeper of Bellwether Hollow

Lore & Description

Appearance

This monstrous wheelbarrow is built from warped applewood, its boards swollen into rib-like slats around a hollow, glistening basin. A single iron wheel has become a toothed black maw, while the handles twist upward like crooked horns. Roots and tendons knot around its axle, and its interior is always full of half-digested grain, fruit, bones, and pale mushrooms. When it moves, it rolls with a wet wooden clatter and leaves a dark furrow behind.

Behavior & Origins

The Carrion Harvest Barrow was once used by a starving farmer named Orven Pell, who begged the harvest gods to make his failing fields yield enough food for his family. When blight came, Orven packed the barrow with the last of his crops and sacrificed himself inside it. The curse learned that anything harvested could be food, and now the barrow stalks farms, battlefields, and marketplaces alike. The current barrow is called Old Redwheel by the villagers of Bellwether Hollow, where it seeks to consume the village's entire autumn harvest. Destroying it merely causes the curse to seize another wheeled object, making every abandoned cart a possible future monster.

Running Carrion Harvest Barrow

Tactics

The barrow opens by charging through the largest cluster of foes, knocking down a target before using Seed-Sack Eruption to restrain survivors. It uses legendary Lurch actions to circle isolated creatures and tries to Stuff the Barrow with anyone who falls prone or becomes restrained. When bloodied, it feeds on vegetation or corpses to gain temporary hit points; it fights to the death because death is only another route to its next hiding place.

DM Tips

  • Telegraph its approach with fresh furrows, spoiled crops, and unattended carts that subtly turn their wheels toward the party.
  • Give the barrow a constant wet creaking voice, as if wood is speaking through a throat full of seeds; it recognizes names of people it has eaten.
  • Make relocation matter: after the party defeats it, place the next manifestation at a meaningful nearby site such as the village granary, a funeral cart, or their own supply wagon.
  • For a weaker party, remove its resistance to nonmagical weapons and reduce its hit points to 126; for a stronger party, let it reform once at the start of the next midnight even if its remains are watched.

Loot

  • Orven Pell's Iron Wheel — The barrow's original wheel, cold despite its blackened surface. A druid or cleric can use it in a ritual to track the curse's next manifestation.
  • Black Harvest Seeds — A fistful of glossy seeds found in the basin. Planted in cursed soil, they grow overnight into a map showing every abandoned wheeled object within 1 mile.
  • Pell Family Signet — A tarnished brass seal hidden beneath the warped boards, identifying the barrow's creator and providing proof that the curse began at Bellwether Hollow.

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Carrion Harvest Barrow

Generation Info

Original prompt:
"CR 10: A wheelbarrow that developed a taste for the harvest it once carried. Killing it only relocates it."

Created: Oct 19, 2026
Modified: Oct 26, 2026

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