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The Last Guest - AI-generated fantasy Monster

The Last Guest

The name is a euphemism used by locals who do not want to invite the creature by speaking of it plainly. Stories say it once appeared as a harmless guest at a winter feast, then vanished with the host's youngest child. In truth, it has no consistent shape or history. It collects voices and repeats them to make empty places feel inhabited.

Medium aberration · CR 5 · Uncommon

The Last Guest

A voice-stealing house-haunter that lures the lonely with the sound of someone they miss.
AC15
HP95/95
CR5
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Combat

AC 15 · HP 95 · CR 5

The Last Guest

Medium aberration (voice-stealer), neutral evil
Armor Class15 (natural armor)
Hit Points95 (10d8 + 50)
Speed
30 ft.,
Climb 30 ft.
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsDexterityWisdom
SkillsDeceptionPerceptionStealth
Damage Resistances
Psychic
Weaknesses
It cannot use Borrowed Lullaby against a creature that cannot hear it.
It has no ranged attack and is less effective when kept at a distance.
Senses
Darkvision 60 ft.,
Passive Perception 14
Languages
Understands Common but cannot speak it normally,
Can imitate voices it has heard
Challenge5
Hit Dice10d8 + 50
Proficiency Bonus+3
Passive Perception14
Save DC14
Stolen Voices. The Last Guest can mimic any voice it has heard. A listener can identify the voice as an imitation with a successful Wisdom (Insight) check. It cannot reproduce magical speech or understand languages it has not learned.
Ceiling Crawler. The Last Guest can climb difficult surfaces, including ceilings, without needing to make an ability check.
Patient in the House. The Last Guest has advantage on Dexterity (Stealth) checks made while in dim light or in a cluttered indoor space.

Actions

Multiattack. The Last Guest makes two Hooked Hand attacks.
Hooked Hand. Melee Weapon Attack: to hit, reach 10 ft., one target. Hit: 13 () piercing damage. If the target is Medium or smaller, it must succeed on a Strength saving throw or be pulled up to 10 feet toward The Last Guest.
Borrowed Lullaby (Recharge 5-6). The Last Guest sings a broken lullaby. Each creature of its choice within 30 feet that can hear it must make a Wisdom saving throw. On a failed save, a creature takes 18 () psychic damage and is charmed until the end of its next turn. While charmed this way, its speed is 0. On a successful save, it takes half damage and suffers no other effect. A creature that succeeds on this save is immune to the lullaby for 24 hours.

Reactions

Slip Through the Threshold. When a creature The Last Guest can see hits it with a melee attack, The Last Guest moves up to 10 feet without provoking opportunity attacks. It cannot use this reaction while incapacitated.
Role
Ambusher and controller
Built for
A party of four 5th-level characters

Gear

  • Unmatched Key (Trinket, No meaningful resale value)A corroded iron key that fits no known lock. It is not magical.

Notes for the game master

The Last Guest is a custom monster, not a canonical D&D creature.
The creature's voice imitation is audible but cannot reproduce magical effects or grant it knowledge it has not acquired.
Borrowed Lullaby affects only creatures that can hear it. A deafened creature is unaffected.
The charm from Borrowed Lullaby ends at the end of the target's next turn.

Tactics

  1. Opening

    Begin hidden near a doorway, window, or similar threshold. Sing Borrowed Lullaby when at least two enemies are in range, then pull a failed target away with Hooked Hand.

  2. Mid-fight

    Use Hooked Hand to drag isolated enemies away from allies. Focus attacks on creatures already charmed or separated, while using cover and vertical routes to avoid retaliation.

  3. End of the fight

    If badly wounded, use Borrowed Lullaby to stop pursuers, then climb out of reach or escape through a narrow exit. It prefers to leave with one captive rather than fight to the death.

  4. Retreat

    The Last Guest flees if reduced to 25 hit points or fewer, unless it has a helpless captive within reach. It can climb walls and squeeze through openings that a Small creature could pass.

How it fights

Use its climbing speed to attack from walls, beams, and stairwells.
Pull a vulnerable creature away from its allies, then retreat behind cover.
Use its voice imitation to draw characters into a room or split their attention.
Avoid remaining adjacent to several enemies at once.

Who it attacks first

A creature separated from its allies
A character who failed its saving throw against Borrowed Lullaby
A creature carrying a light source or guarding an escape route

Works well with

A dark, cluttered environment gives it hiding places and lets it reposition between attacks.
A low-level minion or environmental hazard can distract the party while it isolates one target.

How to beat it

Deafened creatures cannot hear or be affected by Borrowed Lullaby.
The charmed condition prevents the lullaby's control effect from stacking, though a creature can still take damage from it.
Bright, open spaces and ranged attacks limit its ability to use doorways and walls for cover.
A successful Wisdom saving throw against Borrowed Lullaby grants 24-hour immunity to that feature.

Ways to avoid a fight

It can imitate the voice of a person it has heard, including familiar phrases, but cannot invent convincing new conversation.
It may bargain for passage or a captive by offering a useful stolen voice or a secret overheard in its lair.
A victim who hears a loved one's voice may be coaxed to investigate, though the creature cannot compel them outside combat.

Ecology

A stooped, long-limbed figure dressed in a child's too-small traveling cloak. Its smooth porcelain face has no features except a narrow, black mouth. A rusted iron key hangs from its throat, and its fingers end in curved, delicate hooks. When it sings, the voices of missing loved ones come from beneath its mask.

Behavior

Patient and unnervingly polite, it waits for people to invite it inside or call to it in a familiar voice. In combat, it tries to separate one victim from the group instead of trading blows with the strongest foe.

How it lives

The Last Guest is most often found near abandoned homes, roadside inns, and ruined villages. It feeds on the emotional intensity of its victims' memories, especially grief and homesickness, but does not need to eat or sleep.

Lair

It nests in an abandoned room near a threshold, arranging stolen shoes and household objects as if expecting guests. Its lair has several exits and often contains a hidden crawlspace.

Habitat
Ruined homes, abandoned inns, isolated farmsteads, and old villages

Signs that it is near

A familiar voice calling from an empty room
Small shoes arranged in pairs at a locked doorway
A faint smell of extinguished candles and wet wool
A rusted key found on the inside of a door that was locked from the outside

Tags

custom monster,
folklore,
voice mimic,
ambusher,
controller

Lore

The name is a euphemism used by locals who do not want to invite the creature by speaking of it plainly. Stories say it once appeared as a harmless guest at a winter feast, then vanished with the host's youngest child. In truth, it has no consistent shape or history. It collects voices and repeats them to make empty places feel inhabited.

What drives it

To gather voices and memories, and to keep one living person nearby as a source of new ones.

After the fight

When slain, The Last Guest releases every voice it has stolen in a sudden chorus. The sound fades into ordinary birdsong, but any names spoken in the chorus may linger in the memories of nearby witnesses.

“Stories say it once appeared as a harmless guest at a winter feast, then vanished with the host's youngest child.”
From its lore

Variants

The Kindly Host: It offers a safe room and warm food before attempting to charm one guest with its lullaby.
The Winter Guest: Its voice sounds like a lost child, and it can move across snow without leaving tracks.
The Ballad's Bride: Its stolen voices emerge as overlapping fragments of an old wedding song.

Hooks

Plot hooks

A village's missing residents are heard calling to their families from inside a house that has been boarded shut for years.
A grieving noble hires the party to retrieve a voice the creature stole from their deceased partner.
An innkeeper insists a guest has been staying in a locked room, although nobody has seen the guest enter or leave.

How to use it

Use it as a solitary ambusher in a house or roadside inn with multiple entrances and climbable walls.
Let the party hear a familiar voice from behind a closed door before the creature appears.
Pair it with ordinary hazards such as collapsing stairs, locked rooms, or panicked bystanders rather than adding more high-damage monsters.
For a less lethal encounter, have it focus on abducting a target and escaping instead of fighting until defeated.

Treasure

The unmatched iron key, which may be a clue to a local mystery
A small collection of keepsakes stolen from its victims
A pouch containing 2d10 gp and a personal letter taken from a traveler

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