Rows of labeled potion bottles and scrolls on wooden shelves with glowing magical ambiance.

Agoravore

There is a door. There was not a door here before. The hallway on the other side goes on further than the building allows. You are walking down it. You cannot find the way back. The exits are all wrong. This is the room that has always been at the back of the building, in the back of your mind.

Anchor Phobia Agoraphobia, claustrophobia, the fear of being permanently lost, the fear of spaces that should be finite but are not.


Armor Class 15 (the door itself)

Hit Points 162 (interior space; 20 HP to destroy the door, 162 HP to destroy the core)

Speed 0 ft. (the door repositions 60 ft. per turn when unobserved)


STRDEXCONINTWISCHA
20 (+5)10 (+0)14 (+2)18 (+4)

Damage Immunities all physical damage (it is space, not a body)

Challenge 12 (8,400 XP)    Proficiency Bonus +4


Traits #

Nightmare Creature. Reduced to 0 HP, it is expelled to its dimension. In full natural sunlight, the door cannot move and the interior stabilizes.

Invitation Only. The agoravore cannot force creatures through its door. A creature that refuses to open the door is safe. Once inside, escape by normal means is impossible.

Labyrinthine Interior. The interior reconfigures each turn. Mapping is useless. A physical rope attached to something outside the door can be followed back (max 240 feet; each turn inside, the creature must succeed on a DC 12 Dexterity saving throw or lose hold of the line).

Counter-Phobia Stability. A creature that achieves genuine calm (DC 18 Wisdom check, one attempt per turn) temporarily stabilizes the interior around itself for 1 turn, allowing navigation.


Interior Effects (each turn inside) #

Disorientation. DC 15 Wisdom saving throw or lose all sense of direction. Three consecutive failures leave the creature unable to conceptually locate an exit, wandering in circles until assisted.

Panic Feed. Each turn inside, psychic damage escalates by 1d6 cumulatively: 1d6 on turn 1, 2d6 on turn 2, up to 6d6 maximum.


Escape Methods #

1. Follow the rope back to the door while it holds. 2. Reach the geometric center and destroy the core (requires +2 weapons; 162 HP, AC 15). 3. Counter-Phobia Stability (see Traits). 4. An exterior creature can destroy the door (20 HP, AC 15) — destruction expels all contents.

What are your feelings

Updated on June 29, 2026