HomeThe VeilSession Prep: Mira & the Living Manor

☾ For the Keeper of Secrets

Session Prep: Mira & the Living Manor

Keeper's numbers. Full stat blocks for the rescue at the moss-stricken house near the Trojan digsite — Mira herself and the Living Manor that guards and re-cages her. Rules text is quoted verbatim from the campaign source; the surrounding presentation is the Keeper's.

The decrypted journal has given up its secret: Bergüzar's sister hides near the ruins of Troy, and both the palace and the Ghost are racing to reach her. Whether the party comes to save her or to kill her, the scene turns on two figures — the frightened diviner who caged herself, and the house that will not let her leave.

The scene, in brief

  • Where. A decrepit ruin near the Trojan digsite — the same manor Bergüzar walks in her dreams, now moss-stricken and half-swallowed by the woods. See the real plot for why it matters.
  • The ambush first. Before the house, the party is set upon on the approach — by Aziz Sefa's bostanji and stalkers (Ghost branch), or by the Ghost's Sekban lieutenants (Mejid branch). The survivors return for a second try once Mira is taken and the manor wakes.
  • The chase. Mira flees room to room, using her spells and the house's lair actions, pleading that she is too dangerous to be taken and that she caged herself here for safety. She is not trying to kill — she is trying not to be moved.
  • The house wakes. The instant the party seizes Mira and tries to leave, the Living Manor animates. Its priority is to recapture Mira and carry her back inside, not to slaughter the party — it grapples and drags rather than kills. Once it is defeated or escaped, the road to Constantinople is open.
  • Why she matters. Mira's living presence jams Bergüzar's divination — bring the sisters within 120 ft. and neither can cast their most potent divining magic. Kill her and Bergüzar's power runs free; that is the whole point of the race.

Mira

Mira

Medium humanoid (human), chaotic neutral · Bergüzar's sister, the untaught diviner


Armour Class 12 (15 with mage armour)

Hit Points 81 (15d8 + 15)

Speed 30 ft.


STR8
(−1)
DEX15
(+2)
CON13
(+1)
INT16
(+3)
WIS12
(+1)
CHA20
(+5)

Saving Throws Wis +5, Cha +9

Skills Arcana +7, Perception +5

Damage Resistances psychic

Senses passive Perception 15

Challenge 9


Aura of Foresight. Her divine abilities are incredibly profound. When a divination spell that targets her is cast, the spell fails. If there's another creature with The Seer ability within 120 ft. of her, she can't cast any divination spells.

The Raw Power. Once she casts a spell of 3rd-level or higher, there's a 50% chance that effects on the Raw Power table will occur.

  1. A 1st-level magic missile is cast randomly around all creatures within 60 ft. Not more than one arrow may hit the same creature.
  2. Three random creatures other than Mira within 60 ft. of her make a Wisdom saving throw against her spell save DC. On a failed save, they are deafened until the end of her next turn.
  3. All creatures other than Mira within 60 ft. of her make a Wisdom saving throw against her spell save DC. On a failed save, they will take 6d8 psychic damage or half as much on a successful one.
  4. A random creature within 60 ft. of Mira makes a Wisdom saving throw against her spell save DC. On a failed save, it loses the ability to speak for 1 minute. This effect cannot occur again until 1 hour has passed.
  5. A Wall of Fire is cast randomly. For saving throws, difficulty is Mira's spell save DC. This effect cannot occur again until 1 hour has passed.
  6. Mira casts Sense the SinnerSense the Sinner5th-level divinationCasting Time: 1 action · Range: Self · Components: V, S · Duration: Concentration, up to 10 minutes
    Choose a creature within 30 ft. That creature must make a Wisdom saving throw. On a failed save you learn its past sinful actions. The GM will decide what entails a sin depending on your character’s own beliefs. You learn the sins as a vision where you see through the eyes of the sinner. The most recent sin is the most vivid one; however, as you delve deeper, the visions will get hazy - which require a further casting of the spell. The creature is not aware of the spell the first time.
    If you cast this spell on the same creature again, you can probe deep into the older sins. The creature will realize someone has reached into their minds with magic in the second casting of the spell. On the third time, they will know who is probing into their minds, but you will be able to choose a direct sin from the creature’s mind (You can ask questions, like “What is your biggest sin?” “What is the sin you regret the most?” etc.).Custom Historica spell.
    on a random creature within the spell's range without needing any components and without the need of concentration.
  7. One random creature within 60 ft., other than Mira will make a Charisma saving throw. On a failed save the creature takes 1d6 psychic damage or half as much on a successful save. If the spell fails by 7 or more, the creature ages 1d6 x 5 years. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring. This effect cannot occur again until 1 hour has passed.
  8. Karya's Mind WipeKarya's Mind Wipe7th-level enchantmentCasting Time: 1 action · Range: 10 ft. · Components: V · Duration: Instantaneous
    You attempt to twist the mind of a humanoid you can see within 10 ft. of you. The target makes a Wisdom saving throw against your spell save DC or suffers one effect you choose from below:
    • You choose some specific information from the target's mind and erase it completely. This information can be the target's name, a language, a book it read, an event it saw, etc.
    • You plant new memories instead of the old ones. You can change 1 minute of the target's memory with any memory you would like.
    The victim suffers from violent fits when trying to recall their altered memories, such as repeatedly hitting their head.Custom Historica spell.
    is cast at a random creature other than Mira. This effect cannot occur again until 1 hour has passed.

Wild Spellcasting. She is a 13th-level spellcaster (+10 to hit with spell attacks, spell save DC 19). Her spellcasting ability is Charisma. She has the following spells prepared and requires no material component to cast them:

Hover (or tap) a spell to read its full text.

Cantrips: minor illusionMinor IllusionIllusion cantripCasting Time: 1 action · Range: 30 feet · Components: S, M (a bit of fleece) · Duration: 1 minute

You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.

If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
, shocking graspShocking GraspEvocation cantripCasting Time: 1 action · Range: Touch · Components: V, S · Duration: Instantaneous
Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can’t take reactions until the start of its next turn. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
, spare the dyingSpare the DyingNecromancy cantripCasting Time: 1 action · Range: Touch · Components: V, S · Duration: Instantaneous
You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.

1st (4 slots): silent imageSilent Image1st-level illusionCasting Time: 1 action · Range: 60 feet · Components: V, S, M (a bit of fleece) · Duration: Concentration, up to 10 minutes
You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn’t accompanied by sound, smell, or other sensory effects. You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.

Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image.
, alarmAlarm1st-level abjurationCasting Time: 1 minute · Range: 30 feet · Components: V, S, M (a tiny bell and a piece of fine silver wire) · Duration: 8 hours
You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible. A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping. An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.
, commandCommand1st-level enchantmentCasting Time: 1 action · Range: 60 feet · Components: V · Duration: 1 round
You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it. Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the GM determines how

the target behaves. If the target can’t follow your command, the spell ends. Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you. Drop. The target drops whatever it is holding and then ends its turn. Flee. The target spends its turn moving away from you by the fastest available means. Grovel. The target falls prone and then ends its turn. Halt. The target doesn’t move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
, mage armourMage Armor1st-level abjurationCasting Time: 1 action · Range: Touch · Components: V, S, M (a piece of cured leather) · Duration: 8 hours
You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.

2nd (3 slots): blurBlur2nd-level illusionCasting Time: 1 action · Range: Self · Components: V · Duration: Concentration, up to 1 minute
Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn’t rely on sight, as with blindsight, or can see through illusions, as with truesight.
, detect thoughtsDetect Thoughts2nd-level divinationCasting Time: 1 action · Range: Self · Components: V, S, M (a copper piece) · Duration: Concentration, up to 1 minute
For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn’t speak any language, the creature is unaffected. You initially learn the surface thoughts of the creature—what is most on its mind in that moment. As an action, you can either shift your attention to another creature’s thoughts or attempt to probe deeper into the same creature’s mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature’s thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends. Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation. You can also use this spell to detect the presence of thinking creatures you can’t see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can’t detect a creature with an Intelligence of 3 or lower or one that doesn’t speak any language. Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can’t see it, but it must still be within range.
, invisibilityInvisibility2nd-level illusionCasting Time: 1 action · Range: Touch · Components: V, S, M (an eyelash encased in gum arabic) · Duration: Concentration, up to 1 hour
A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends for a target that attacks or casts a spell.
, mirror imageMirror Image2nd-level illusionCasting Time: 1 action · Range: Self · Components: V, S · Duration: 1 minute
Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it’s impossible to track which image is real. You can use your action to dismiss the illusory duplicates. Each time a creature targets you with an attack during the spell’s duration, roll a d20 to determine whether the attack instead targets one of your duplicates.

If you have three duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher. A duplicate’s AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed. A creature is unaffected by this spell if it can’t see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.
, misty stepMisty Step2nd-level conjurationCasting Time: 1 bonus action · Range: Self · Components: V · Duration: Instantaneous
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

3rd (3 slots): blinkBlink3rd-level transmutationCasting Time: 1 action · Range: Self · Components: V, S · Duration: 1 minute
Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or higher, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell fails and the casting is wasted if you were already on that plane). At the start of your next turn, and when the spell ends if you are on the Ethereal Plane, you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen at random if more than one space is equally near). You can dismiss this spell as an action. While on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades of gray, and you can’t see anything there more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane.

Creatures that aren’t there can’t perceive you or interact with you, unless they have the ability to do so.
, counterspellCounterspell3rd-level abjurationCasting Time: 1 reaction, which you take when you see a creature within 60 feet of you casting a spell · Range: 60 feet · Components: S · Duration: Instantaneous
You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.
, dispel magicDispel Magic3rd-level abjurationCasting Time: 1 action · Range: 120 feet · Components: V, S · Duration: Instantaneous
Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, the spell ends.
, fearFear3rd-level illusionCasting Time: 1 action · Range: Self (30-foot cone) · Components: V, S, M (a white feather or the heart of a hen) · Duration: Concentration, up to 1 minute
You project a phantasmal image of a creature’s worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration. While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature.
, major imageMajor Image3rd-level illusionCasting Time: 1 action · Range: 120 feet · Components: V, S, M (a bit of fleece) · Duration: Concentration, up to 10 minutes
You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can’t create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte’s stench). As long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature.
, fireballFireball3rd-level evocationCasting Time: 1 action · Range: 150 feet · Components: V, S, M (a tiny ball of bat guano and sulfur) · Duration: Instantaneous
A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried.

4th (3 slots): blightBlight4th-level necromancyCasting Time: 1 action · Range: 30 feet · Components: V, S · Duration: Instantaneous
Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs.

If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it. If you target a nonmagical plant that isn’t a creature, such as a tree or shrub, it doesn’t make a saving throw; it simply withers and dies.
, confusionConfusion4th-level enchantmentCasting Time: 1 action · Range: 90 feet · Components: V, S, M (three nut shells) · Duration: Concentration, up to 1 minute
This spell assaults and twists creatures’ minds, spawning delusions and provoking uncontrolled action. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it. An affected target can’t take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.

d10 Behavior 1 The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn’t take an action this turn. 2–6 The creature doesn’t move or take actions this turn. 7–8 The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn. 9–10 The creature can act and move normally.

At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.
, dimension doorDimension Door4th-level conjurationCasting Time: 1 action · Range: 500 feet · Components: V · Duration: Instantaneous
You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as “200 feet straight downward” or “upward to the northwest at a 45-degree angle, 300 feet.” You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell. If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you.

5th (2 slots): dominate personDominate Person5th-level enchantmentCasting Time: 1 action · Range: 60 feet · Components: V, S · Duration: Concentration, up to 1 minute
You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. While the target is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability. You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.
, telekinesisTelekinesis5th-level transmutationCasting Time: 1 action · Range: 60 feet · Components: V, S · Duration: Concentration, up to 10 minutes
You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell. Creature. You can try to move a Huge or smaller creature. Make an ability check with your spellcasting ability contested by the creature’s Strength check. If you win the contest, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air. On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest. Object. You can try to move an object that weighs up to 1,000 pounds. If the object isn’t being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond the range of this spell. If the object is worn or carried by a creature, you must make an ability check with your spellcasting ability contested by that creature’s Strength check. If you succeed, you pull the object away from that creature and can move it up to 30 feet in any direction but not beyond the range of this spell. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.

6th (1 slot): scatterScatter6th-level conjuration
Not present in the ingested SRD 5.1 or Historica Arcanum corpus (Scatter is from Xanathar's Guide to Everything). Its rules text is intentionally omitted here rather than reproduced or paraphrased — consult your own copy.

7th (1 slot): project imageProject Image7th-level illusionCasting Time: 1 action · Range: 500 miles · Components: V, S, M (a small replica of you made from materials worth at least 5 gp) · Duration: Concentration, up to 1 day
You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location within range that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you but is intangible. If the illusion takes any damage, it disappears, and the spell ends.

You can use your action to move this illusion up to twice your speed, and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly. You can see through its eyes and hear through its ears as if you were in its space. On your turn as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.
, Karya's mind wipeKarya's Mind Wipe7th-level enchantmentCasting Time: 1 action · Range: 10 ft. · Components: V · Duration: Instantaneous
You attempt to twist the mind of a humanoid you can see within 10 ft. of you. The target makes a Wisdom saving throw against your spell save DC or suffers one effect you choose from below:
• You choose some specific information from the target's mind and erase it completely. This information can be the target's name, a language, a book it read, an event it saw, etc.
• You plant new memories instead of the old ones. You can change 1 minute of the target's memory with any memory you would like.
The victim suffers from violent fits when trying to recall their altered memories, such as repeatedly hitting their head.Custom Historica spell.

Play her as terrified, not malicious: she wants only to not be moved. Misty step, dimension door, blink, invisibility, and mirror image keep her slipping from room to room; fear, confusion, and command ("Flee!" / "Drop!") scatter her captors without killing them; dominate person and telekinesis are her panic buttons. Every 3rd-level-or-higher cast risks the Raw Power table going off among friend and foe alike — she has no more control of it than the party does.

The Living Manor

The Living Manor

Gargantuan construct, unaligned · the house that will not let her leave


Armour Class 20 (natural armour)

Hit Points 144 (15d10 + 60)

Speed 50 ft.


STR24
(+7)
DEX10
(+0)
CON18
(+4)
INT5
(−3)
WIS13
(+1)
CHA6
(−2)

Saving Throws Str +10, Dex +3

Skills Athletics +10

Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered

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

Senses passive Perception 11

Languages

Challenge 8 (3,900 XP)


Damage Threshold (5). The Living Manor has immunity to all damage unless it takes an amount of damage equal to or greater than its damage threshold, in which case it takes damage as normal. Any damage that fails to meet or exceed the damage threshold is considered superficial and doesn't reduce the house's hit points.

Origin Point. If it moves more than 500 ft from its original space, it is compelled to return.


Multiattack. He slams two times. He can forgo one of the attacks to make a grapple check.

Slam. Melee Weapon Attack: +10 to hit. Range 10 ft., one target. Hit: 16 (3d6 + 7) bludgeoning damage.

Grapple. As an action, it can try to grapple a small or larger target with one of its huge hands. Only two targets can be grappled at the same time (one hand each).

Run it as an obstacle, not an executioner: its whole purpose is to pluck Mira back and carry her inside. If the party grabs her and runs, the manor grapples the carrier and drags them toward the door rather than pounding them to paste. It cannot chase past 500 ft. from the house — get Mira beyond that line and the fight is effectively won. Note the low damage threshold of 5: it shrugs off chip damage and unsilvered mundane weapons entirely, so casters and magic weapons carry the fight.

Links

Public narrative: Mira · Haseki Sultan Bergüzar · Aziz Sefa Bey · Osman Hamdi Bey. Keeper context: The Real Plot · Open Threads · Adversary Statblocks. Per house rule these combat numbers live here in The Veil, never on the public Faces pages.