The Hollow Choir
A Creature Keeper · Long Island Dungeon Master
Long Island Dungeon Master · A Creature Keeper

The Hollow Choir

The quieter you get, the louder it gets.
An empty chapel choir loft at night, faint open mouths shaped in candle smoke above the pews

There is a room in this town that nobody uses. Not haunted, exactly; nobody has ever seen anything in it. It is only that the air in there feels like the held breath of a crowd, and that people who step inside find themselves whispering, and then find themselves not talking at all.

The Hollow Choir has no body. It is what a room keeps when everyone in it agreed to something terrible and nobody ever said so again: a chord made of held breath. It feeds on silence. The quieter your party gets, the louder it gets, until it is humming with the exact voices of the people who died there. There is nothing to swing at. The only way out is noise: a scream, a bell, a name. Or the one thing it is trying hardest to drown out, which is a confession.

This is a free monster, and a strange one: nothing to hit. Everything on this page is table-ready, and the whole file loads into Gnasher's Grimoire as a Creature Keeper: the clock, the tables, all of it.

Field Notes

how to run a monster with no body
Gnasher's Take

Most monsters are a meal. This one is a smell from the kitchen: no body, nothing to carve, and it fills the whole room anyway. Watch for the moment your players start whispering to each other out of character. That is the Choir feeding, and they set the table themselves. And here is the professional secret, fellow predators: never explain the rules. Let the fighter curse a stubbed toe and hear the hum drop a step. A table that learns “noise is a weapon” by ear never forgets it.

How to run it

The plain-English version: this is a haunted-room pressure clock where the hit-point bar IS the clock, noise is the only weapon, and a confession is the kill shot.

Flip for the six-beat breakdowntap to flip
  1. The room. Pick where it sings (roll The Room) and what was agreed to there (roll What Was Agreed To Here). The party walks in for their own reasons: shelter, a search, a rented hall.
  2. The hush. Describe the quiet as a texture. Roll on What the Choir Sounds Like Tonight whenever it swells. Muster the Choir on the War Table at 1 hit point.
  3. The clock runs on the hit-point bar. At the end of any round nobody spoke above a whisper, heal it 1. On initiative 20 it sings the Verse: DC 13 Wisdom, 1d6 psychic per hit point it currently has, half on a success.
  4. Noise is the weapon. A shout or a slammed door deals it 1; a bell, thunder, or something big shattering deals 1d4; the true name of someone who died in the room, 1d4 + 1. Weapons and spells pass straight through. Never say any of this out loud; let them find it.
  5. The confession is the kill shot. An honest confession spoken aloud in the room (the wrong that made it, or the speaker's own untold wrong) drops it to 0. It will scream over them while they speak (Drown the Truth). The words still land.
  6. The room exhales. Confessed to, it is gone for good. Merely shouted down to 0, the silence starts collecting again within the year. Book the return.

The win condition is a sentence someone did not want to say. The damage is real, but the fight was never the point; the point is which player stands up first.

The Tables

roll the room, the sound, and the sin
What Was Agreed To Here (d8)
1The village voted, by show of hands, to bar the granary doors during the famine, and not to count who was still inside.
2Four brothers agreed which of them would take the blame. The one who drew the short straw agreed loudest of all.
3The ship's officers signed a manifest that listed the passengers as cargo.
4The council raised the toll on the winter bridge knowing exactly who could not pay it.
5A jury took a purse to call it an accident. The purse is still under the floorboards.
6The abbot and his monks agreed the well was clean. Every one of them had seen what was in it.
7The wedding party agreed, glass by glass, that the groom's first wife had never existed.
8Everyone in the room agreed to forget. That was the whole agreement, and it worked, and this is what is left.
What the Choir Sounds Like Tonight (d10)
1Nothing, yet. But the silence has a texture now, like a crowd the instant before applause.
2A single low note under the floorboards. It stops the moment anyone speaks.
3Humming, in careful harmony, from more throats than the room could hold.
4One of you hears your own name sung, once, far away. Nobody else heard it.
5A tune somebody's grandmother used to sing. It is being sung wrong, and on purpose.
6Almost words: vowels with the consonants sanded off, like a hymn heard through a wall.
7A voice you know joins the chorus. Someone you buried. They have gotten better at singing.
8Each voice, in turn, repeats the last thing it ever said in life. Some of them are apologizing.
9All the voices align into one voice, and it is asking a question, the same question, over and over. The windows buzz with it.
10Silence again. But it is your silence now, your own held breath, and the Choir is inside it.
The Room (d6)
1The magistrate's court, sealed since the verdict. The docket for that one day is missing.
2The back room of the guildhall, where a vote was taken by candlelight and never entered in the minutes.
3A ship's hold in dry dock. The harbormaster pays a boy to keep the hatch nailed shut.
4The banquet hall of a lord who has dined in his kitchens for eleven years.
5A village chapel with fresh whitewash over the donor plaque.
6The common room of the inn the party is sleeping in tonight. Ask them who talks in their sleep.

Who it’s for. The Hollow Choir is an equivalent CR 3 encounter (700 XP): medium-to-hard on paper for four 3rd-level PCs, a proper scare at 4th and 5th. But its budget is behavioral, not arithmetical: a table that answers it with noise on round one spends nothing but nerve, and a table that freezes eats a five-dice crescendo every round. That range is the design. Scale up by putting the thing they came for at the far end of the room; scale down by letting the first shout knock it down two steps.

The Stat Block

one whole monster, free, forever; nothing to hit

An original creature, compatible with fifth edition, shaped like a hazard on purpose. Drop this file onto the Grimoire and the Choir takes its seat on the War Table: its pressure clock rides the ordinary hit-point bar (heal it when the room stays quiet, wound it with noise), and all three tables load into the Summon.

The Hollow Choir
Undead haunting (it is the size of the room it died in), lawful evil
Armor Class 10 (nothing to hit; see Bodiless Chorus)Hit Points 5 (the five verses; it wakes at 1)Speed 0 ft. (it cannot leave its room)
STRnone
DEXnone
CONnone
INT6 (-2)
WIS13 (+1)
CHA16 (+3)
Damage Immunities all; weapons and spells pass straight through it (see Only Noise Wounds It)
Condition Immunities all; there is nothing to bind, blind, or frighten
Senses it hears everything within its room and nothing beyond it; passive Perception 11
Languages every voice that ever spoke in its room; it has none of its own
CR 3 equivalent (700 XP) · Proficiency Bonus +2

Bodiless Chorus. The Choir has no body. It cannot be attacked, grappled, moved, or targeted by spells, and it takes no damage from weapons or magic. It fills the room it died in and cannot leave it. It acts on initiative 20.

The Swell. The Choir wakes at 1 hit point. At the end of any round in which no creature in its room spoke above a whisper, it regains 1 hit point (maximum 5). Its verse grows with it.

Only Noise Wounds It. Deliberate loud noise made in its room deals it damage: a shout, a slammed door, or steel struck on stone deals 1; a sustained great noise (a bell, a drum, thunder, something large shattering) deals 1d4; the true name of someone who died in the room, spoken aloud, deals 1d4 + 1. When a creature in the room speaks an honest confession aloud (the wrong that made the Choir, or an untold wrong of the speaker's own), the Choir drops to 0 hit points, and the room exhales.

Actions

The Verse. On initiative 20, every creature in the room that can hear the Choir makes a DC 13 Wisdom saving throw, taking 1d6 psychic damage per hit point the Choir currently has on a failed save, or half as much damage on a successful one. A creature that cannot hear it automatically succeeds. Stopping your ears grants advantage on the save, but you hear nothing else while you do.

Reactions

Drown the Truth. When a creature in the room begins to speak a confession or a dead one's true name, the Choir rises to smother the words: it immediately sings the Verse against that creature alone, with one additional d6. The words still land when the singing stops. The Choir cannot stop the truth; it can only make the truth cost.

Gnasher's Notes

I have eaten in ten thousand rooms, and the quiet ones always season strangest. The Hollow Choir is not a meal; it is what a room keeps in the pantry after everyone inside swallowed the same lie. Run it starving. Let them hear the hum and go quiet, because going quiet is feeding it, and they will do it on their own; frightened players always whisper. That is the trap, and it is beautiful. Never explain the rules. When the barbarian swears at a stubbed toe, drop the hum a step and say nothing: they will learn that noise is a weapon by ear, which is the only proper way to learn it. And when one of them finally stands up and confesses something true, and one will, they cannot help themselves, let it count at full price even if it was not this room's sin. The scream it makes over their confession costs real hit points. Pay it gladly. That is the check for the final course, and it is worth every die.

Dorn Ellery, the minute-keeper

Role: the last living soul who was in the room when it was agreed. His confession would end the Choir. It would also end everything else he has: the pension, the name, the children's marriages.
Wants: to die without ever having said it aloud, and to be forgiven anyway.
Voice: careful, complete sentences, as if everything he says is being written down. He never says “I.” He says “the room.”
The line: “The minutes say nothing happened. I wrote the minutes. Do you understand me? Nothing happened.

Gnash, the mimic mascot, as a shield
Stay hungry. — Gnasher
The Hollow Choir is an original creature and fully compatible with fifth edition. This file is a Creature Keeper: open it anywhere (it works offline), or load it into Gnasher’s Grimoire — the free DM app at longislanddungeonmaster.com/grimoire — and its monster and tables come along with it.
This work includes material from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC, available at dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License, available at creativecommons.org/licenses/by/4.0/legalcode.
Long Island Dungeon Master · Set in Breathe Fire by Chequered Ink