The Misdrawn March
Armor Class 17 (natural armor)
Hit Points 136 (16d10+48)
Speed 40 ft. climb 30 ft.
Saving Throws Dex +6, Wis +5, Cha +6
Skills Insight +5, Stealth +6, Deception +6, Perception +5
Damage Resistances psychic
Condition Immunities frightened
Senses darkvision 120 ft., passive Perception 15
Languages Common, one language known by its creator, telepathy 60 ft.
Challenge 8 (3,900 XP) Proficiency Bonus +3
Actions
Bonus Actions
Reactions
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"You are not lost. You are where I put you." โ words appearing on every road-marker in the Misdrawn March
Lore & Description
Appearance
The Misdrawn March appears as a hulking, many-limbed landscape assembled from incompatible details: slate escarpments rise from a torso of mossy earth, roads twist like tendons beneath translucent skin, and windows open and close across its stony flanks. Its face is a blank parchment oval marked by a single ink-black contour that constantly redraws itself. Rivers thread through its arms, tiny lanterns glow beneath its hide like distant settlements, and its fingers end in crooked boundary stones. Every few moments, some part of it becomes briefly more alienโa stairway into darkness, a floating island, a horizon folded into a corner.
Behavior & Origins
A surveyor named Pell Orra accidentally drew a valley where no valley existed, adding a misplaced contour line while copying an older map. The mistake persisted, first as a rumor, then as a patch of impossible ground, and finally as the Misdrawn March. It resents visitors because every traveler who enters gives it new details to incorporate: faces in windows, roads leading nowhere, graves, banners, and memories of distant places. The March knows it is becoming something else, but not whether that change means birth, erasure, or death. It desperately seeks Pell Orra's lost original map, now rumored to lie beneath the abandoned observatory called Starfall House; it believes correcting the line might let it choose what it becomes.
Running The Misdrawn March
Tactics
The Misdrawn March opens by using False Landmark and Erase the Route to split the party and spoil its formation, then uses Boundary Lash to shove isolated creatures into false hazards. It teleports frequently with Redraw Itself, preferring to attack from terrain that obscures its true shape. When bloodied, it uses Becoming Elsewhere to gain the adaptation most useful against the party and attempts to drive intruders toward the edge of its claimed territory; it fights to the death only if someone carries Pell Orra's map or threatens Starfall House.
DM Tips
- Telegraph its presence with roads that loop back, mile markers bearing impossible distances, and familiar landmarks seen in the wrong places.
- Give the creature a calm, offended voice, speaking through signposts, wells, windows, and footprints rather than from one fixed mouth.
- For a weaker party, reduce Erase the Route to 3d10 damage and lower the saving throw DC to 14; for a stronger party, let False Landmark create four landmarks and increase Boundary Lash reach to 15 feet.
- Track its current Becoming Elsewhere adaptation openly so players can learn that damaging it changes the battlefield rather than simply making it weaker.
Loot
- Pell Orra's Misdrawn Fragment — A strip of vellum showing a valley that shifts whenever it is unfolded. It grants advantage on checks made to navigate the Misdrawn March and may help determine what the creature becomes.
- Boundary Stone Heart — A warm, ink-veined stone torn from the March's body. It can serve as a powerful component for teleportation magic, but always deposits the traveler a mile from the intended destination.
- The Marcher's Sign — A black wooden road sign bearing a destination that does not yet exist. Planted elsewhere, it causes a faint road to appear over the next week, potentially creating a new routeโor another error.