The Beast of the Hollow Needle

"Silver bright, silver cold,
Leave it there and do as told.
Step too close, the dark will call,
And you’ll come back… but not at all."
 
— Arin Nursery Rhyme

The Hollow Needle does not belong to this world.

The land raised it against its will, forced it skyward when the Agriss Mountains buckled and broke, tearing through the ancient veins of the earth. It is not a place of worship. It is not a ruin of some forgotten people. It is something else. Something older. Something that was never meant to be found.

No trees grow near it. No animals nest in its crevices. The wind bends around it in unnatural ways, carrying no sound of its own. Only echoes of things that should not be remembered. When people speak of it, they do not call it by name.

They say only this. It is watching.

 

The first to set foot inside were miners, drawn by greed. They had no fear of old stories. They had no time for the nonsense of frightened shepherds or the vague warnings of elders who refused to explain themselves. Arin Silver was rumored to run deep beneath the Needle’s base, and where there is silver, men will follow.

They did not make it far.

The tunnels inside were too smooth, as if something had moved along them for a long time. Passages that should have curved doubled back on themselves, swallowing light in ways that defied understanding. Some men swore they heard echoes before they spoke. Their own voices came back wrong, stretched out, unfinished. Others reported the feeling of being studied. Not followed. Not hunted. Observed.

Then the first man vanished.

The second was found days later, sitting against the stone. His face was slack. His breath stilled. His fingers curled around something that was no longer there. The third was never found at all.

The miners left. The silver did not matter anymore. But some things do not care if they are abandoned.

It does not need to chase.

That is the worst part.

Stories tell of the creature inside, though no two accounts are ever the same. Some call it a beast, a thing of muscle and hunger, its limbs twisted into shapes that do not belong to any natural predator. Others claim it is a shadow, something that flickers along the walls of the Hollow Needle, watching, waiting. A few, only a few, say it is neither. They say it is something that wears the shape of those who stray too close.

And sometimes, they say, it walks away.

There have been sightings. Never close. Never long enough to be sure. Figures moving through the fog. Walking too smoothly. Too carefully. As if remembering how to move. Travelers found wandering, confused, unable to recall where they had been. A merchant once stumbled into a village at dawn. His clothes were torn. His skin pale as death. He sat by the fire, silent for hours, staring at his hands as if seeing them for the first time.

He did not speak again.

That night, he was gone. His boots remained by the door. His coat was still folded at the hearth. There were no footprints leading away.

When his name was spoken, the wind did not carry it.

There are rules.

No one who knows the old stories enters the Hollow Needle. Those who must pass near it do not call out to lost travelers. They do not answer when a voice, not quite right, not quite wrong, calls from the dark.

They leave offerings of silver at its base, though no one remembers why. Some say Arin Silver keeps the thing inside at bay. Others say the silver is not protection. It is a bargain. Proof that the traveler still belongs to the world of the living.

But above all, they do not turn around.

If they see something, just beyond the firelight, they do not look too long.

Because if it was truly someone lost. Truly someone returned.

They would have called out first.

"We found the remains of the trader last night. Or what was left of him. I hesitate to use the word body because that implies it was something that had once been whole. The bones were not broken so much as misplaced. Arranged. Some still had muscle stretched over them, but it was wrong. Pulled in directions the joints do not allow. The head was missing. Not torn off. Not severed. Just... gone. We followed the trail as far as we dared, but it ended at the Hollow Needle. And before you ask, no. We did not go inside. I know what the old stories say. I know what the others think they hear in the wind. But I also know this. There were no signs of a struggle. No blood. No footprints leading away. Whatever did this, whatever moved him like a doll and left him in the grass, he never fought it.
— Akkara House Guard Report, Found Among the Archive Logs of the Canton’s Border Patrol

"The Hollow Needle is not like other mountains. It does not erode. It does not shift. It does not breathe with the wind. It stands apart, watching. The air is thick here. The silence too deep, as if sound itself is swallowed before it can take shape. I have seen no animals. No tracks. Not even the bones of those who came before me. Only smooth stone and the unsettling sense that I am not the first to walk this path. Only the latest. I have left my silver, but I do not think it cares. I have called out, but the mountain does not answer. And yet I do not feel alone.
— Last known entry in the journal of Lioré Fassain, famed Louvin explorer, recovered near the base of the Hollow Needle. His body was never found.
Date of Setting
Once Upon A Time...
Related Ethnicities
Related Species
Related Organizations

"It wasn’t a wolf! Wolves don’t watch you while they kill!"
— Testimony of Alrik Senn, Hunter

Beast of the Hollow Needle CR: 9

Large hush (fey and undead), neutral evil
Armor Class: 17
Hit Points: 161 (19d10 + 57) 19d10+57
Speed: 40 ft , climb: 40 ft

STR

20 +5

DEX

16 +3

CON

17 +3

INT

14 +2

WIS

18 +4

CHA

19 +4

Saving Throws: Dex +7, Wis +8, Cha +8
Skills: Perception +8, Stealth +7, Survival +8
Damage Resistances: cold, psychic; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities: charmed, frightened
Senses: darkvision 120 ft., tremorsense 60 ft., passive Perception 18
Languages: understands Common and Sylvan but rarely speaks
Challenge Rating: 9 ( 5,000 XP)
Proficiency Bonus: +4

It Watches

The Beast always knows the location of any creature within 1 mile of the Hollow Needle that has spoken aloud, called for help, or spoken another creature’s name within the last hour.  

Witness the Hollow

At the start of each creature’s turn within 60 feet of the Beast, if the creature can see the Beast, it must succeed on a DC 16 Wisdom saving throw or gain one Hollow Mark.  
Hollow MarksEffect
1Disadvantage on Wisdom (Perception) checks
2The creature can’t take reactions
3The creature’s speed is reduced by 10 feet
4Disadvantage on Intelligence, Wisdom, and Charisma saving throws
5The creature is frightened of the Beast
6The creature is stunned until the end of its next turn
  A creature loses all Hollow Marks after finishing a long rest outside the Hollow Needle.  

Shape Borrowed Poorly

The Beast can use its action to magically assume the appearance of a Medium humanoid it has observed within the last 30 days. The disguise lasts until the Beast ends it or dies.   The imitation is imperfect. The Beast speaks with unnatural pauses, avoids proper names whenever possible, and moves with subtle but unmistakable wrongness. Creatures have advantage on Wisdom (Insight) checks made to recognize something is incorrect about the disguise.  

Silence Distortion

Sound behaves unnaturally within 60 feet of the Beast. Creatures in the area have disadvantage on Wisdom (Perception) checks that rely on hearing.   When a creature within the area casts a spell with a verbal component, it must first succeed on a DC 16 Constitution saving throw or the spell fails and the spell slot is wasted.  

It Does Not Chase

The Beast never provokes opportunity attacks.   Additionally, whenever a creature ends its turn without directly observing the Beast, the Beast can move up to half its speed without being seen, provided it ends this movement in dim light, darkness, fog, or behind cover.  

Unremembered Dead

When a humanoid dies within 60 feet of the Beast, each creature of the Beast’s choice within 60 feet of the corpse must succeed on a DC 16 Wisdom saving throw or temporarily forget one important detail about the dead creature for 24 hours, such as its voice, face, name, or relationship to them.  

Unnatural Anatomy

Creatures slain by the Beast are often found with bones, joints, or organs subtly displaced in impossible ways.

Actions

Multiattack

The Beast makes two attacks with Hollow Limb.  

Hollow Limb

Melee Weapon Attack: +9 to hit, reach 10 ft., one target.
Hit: 15 (2d8 + 6) bludgeoning damage plus 9 (2d8) psychic damage.  

Watching Mouth

Melee Weapon Attack: +9 to hit, reach 5 ft., one creature.
Hit: 10 (1d8 + 6) piercing damage plus 13 (3d8) psychic damage. The target must succeed on a DC 16 Wisdom saving throw or hear familiar voices whispering nearby until the end of its next turn. While affected, the creature has disadvantage on Wisdom (Perception) checks and can’t take reactions.  

Don’t Turn Around (Recharge 5–6)

The Beast fixes its attention on one creature it can see within 60 feet. The target must succeed on a DC 16 Wisdom saving throw or become incapacitated and have a speed of 0 until the end of its next turn as overwhelming instinct prevents it from turning around.   A creature that fails this saving throw by 5 or more gains one Hollow Mark.

Reactions

Wrong Reflection

When a creature the Beast can see misses it with an attack roll, the Beast can force that creature to make a DC 16 Wisdom saving throw.   On a failed save, the creature briefly perceives the Beast wearing the face of someone it knows. Until the end of its next turn, the creature can’t willingly target the Beast with attacks.

Legendary Actions

While within the Hollow Needle, the Beast can invoke one of the following lair actions on initiative count 20 (losing initiative ties):

  • A corridor, tunnel, or passage twists impossibly. Until initiative count 20 on the next round, creatures treat movement through the area as difficult terrain.
  • Echoes arrive before their source. Until initiative count 20 on the next round, creatures within the lair can’t take reactions.
  • Distant voices call from the darkness. Each creature of the Beast’s choice within 120 feet must succeed on a DC 16 Wisdom saving throw or use its reaction to move up to its speed toward the sound.
  • Light dims and stretches unnaturally. Until initiative count 20 on the next round, the Beast has advantage on Dexterity (Stealth) checks and attack rolls.

The towering thing in the darkness moves with the shape of a person assembled from memory rather than flesh, its too-long limbs hanging motionless while familiar voices whisper somewhere inside its ribcage.

Comments

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May 25, 2026 12:45

terrifying utterly terrifying.

May 25, 2026 13:00

thank you <3!!!!!

May 28, 2026 23:43

the stats are so cool.

May 29, 2026 00:57

These took a lot to work out. This was a 2nd Edition convert.

May 28, 2026 23:45

this is like the book annihilation.

May 29, 2026 00:57

I had to look that up and I just added it to my stack. Sounds awesome!

Jun 3, 2026 00:38

I made a lot of progress on my world come check it out.

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