Trapped in the Toybox This adventure is designed for 4 (1d6 + 1) adventurers of 8th level who are in possession of a sense of humour.

The toybox is a large wooden chest which has been masterfully crafted out of a deep rich mahogany, although there are some signs of wear and tear. The chest is locked, and the lock is intricately made from gold. The magically inclined may notice the finishing patterns and touches of the chest hide runes and enchantments and under the observation of detect magic the chest radiates conjuration magic. It is also enspelled to trap would-be thieves inside to be dealt with by the inhabitants of the toybox. The toybox was created by Lord Ozymandias, a chaotic yet playful wizard, in order to hide an enchanted amulet under the protection of Jack. The adventurers should find themselves trapped inside the toybox, and they're in Jack's world now. Jack is the master of this domain and protector of both the amulet he has been entrusted with and the only exit of the toybox. There are a number of ways the adventurers may have come to be inside this toybox: Jack is guarding an item the adventurers require, they have tracked the item to the toybox and enter willingly.

A long-standing villain in your campaign tricked the adventurers into entering the toybox.

The toybox may be found as part of the adventurer's loot in a dungeon or dragon's hoard, upon investigation it drags the adventurers inside. The adventurers must now navigate the surprisingly deadly dungeon, solving puzzles, avoiding traps and escaping the extradimensional space. Information in these boxes can be read to your adventurers They may contain descriptions, landmarks or objects of note, or give some sense of atmosphere. Toybox Details Except when noted, the toybox floor is littered with toys both small and large. The floors and ceiling are made from the same mahogany as the toybox appears to be made from. The Toybox is an extradimensional space and has an interior space considerably larger than its outside dimensions. Adventurers with items such as a bag of holding or quiver of ehlonna should be warned that using such an item in an extradimensional space could be dangerous and destroy the item. Magic functions normally inside the toybox with the exception of teleportation spells, which may only target locations the caster can see, despite the spell's description. Adventurers proficient in Arcana can make a (DC 15) Arcana check when they first enter the toybox to discern this information and when they cast teleportation spells describe this feeling as disorientation due to the nature of the extradimensional space. Detect magic inside the toybox is difficult, but not impossible, due to the thick atmosphere of conjuration magic. The piles of broken toys are impassable terrain, unless magic such as passwall or disintegrate is used. Variant: Running out of air! Should you want to make the adventure more dramatic, remind your players that the air inside objects such as a bag of holding is limited, and that they may be facing a time limit. Any time the adventurers stop and rest, or take a long period of time to navigate traps add a suffocation counter, each time you do let them know that the air seems to be getting thinner. If the adventurers gets to five then they begin to run out of air! We would not recommend this for most groups but it could add a challenge to veteran players. Before You Begin Prior to running this adventure we suggest you read it all the way through, print out and prepare the sliding tile puzzle (pg. 10) and get a bugle sound effect. To prepare the puzzle, cut along the lines, remove the square which has the handles on (this will be the tile on the floor of the room) and then shuffle the pieces together. Deal them out in a 3 by 3 pattern, leaving a space in the middle. Ensure the orientation of the tiles is kept the same throughout the process. You may also wishs to prepare some in character insults for your players to fuel Jack's jokes and mockery. These can be simple or they can be harsh reminders of times of deep regret using elements of the campaign or that adventurer's back story. The statistics for all monsters in this adventure are on pages seven through nine. When you and the players are ready to get underway, read: As you come to your senses and look around you are in a dimly lit room, the floor is a deep rich mahogany and you cannot see the walls as piles of broken toys, play dough, metal and wooden shards, giant crayons, torn fabric and discarded stuffing are piled as high as you can see. It is too dark to make out any sort of ceiling, but there are rays of light filtering in through cracks.

Legend 1a. Entrance 1b. Sliding Tile Puzzle 2a. Entry Corridor 2b. Baby Room 3. Pine Corridor 4a. Puppet Theatre 4b. Buried Marionette 4c. Collapsing Hallway 5a. Jack's Lair 5b. Jack's Stash 5c. Jack's Trampoline

1a. Entrance The adventurers find themselves in a large musty room with a huge two-tiered cupboard against the right-hand wall. The top tier is regiment on regiment of man-sized tin soldiers, and the bottom tier is life-sized horses made of wood, two by two. If the adventurers detect magic on the cupboard it emanates powerful conjuration magic. There is no clear way into or out of this room, however on the opposite wall is a tiled 3 by 3 mural, with one tile having fallen to the ground. If the adventurers tries to replace the fallen tile, it will not fit in the empty space. A DC 15 Investigation check on either the mural or cupboard will reveal that the two are linked by a magical trap and that the mural will activate the cupboard, the trap can be dispelled as below in 1b. If the adventurers approach the tiles, you can present them with the puzzle from page nine. If they touch any of the tiles on the wall, the encounter begins. Read the following aloud: As you investigate the mural you realise that the individual tiles are free to move. There is an empty space where a tile has fallen out of the mural. You are then startled to hear the grinding of metal on metal and wood on wood. The two front horses step out of their storage and the two soldier above jump out of the cupboard and onto a horse each, they then ready to charge. 1b. Sliding Tile Puzzle The encounter begins with two Toy Soldiers and two Wooden Horses leaving the cupboard. They will attempt to kill the intruders and stop them from solving the puzzle. The Cupboard is a magic item that can generate an infinite amount of Tin Soldiers and Wooden Horses as long as the Sliding Tile Puzzle is active. The Cupboard acts on initiative 20 (losing ties) every round and takes the following action: Reinforcements. If the front row of the cupboard has Soldiers, deploy them, otherwise move the back row of Soldiers forward. If all current Tin Soldiers and Wooden Horses have been killed the Cupboard may use it's reaction to take the Reinforcements action, if it does so then a loud bugle call sounds. Any player character can use their action to make up to five "moves" on the puzzle wall. A "move" consists of sliding one tile into the empty tile space. The moment the puzzle is completed and all tiles are in their correct locations, the attacking creatures will drop to the ground, inanimate, and further monsters will not join the fight. The adventurers then need to replace the final tile, at which point the door on the mural will become real, and they can use the handle to proceed. Note. The encounter can also be passed by: Using dispel magic against the mural. The mural's enchantments are a 6th-level spell (DC 16).

Destroying the mural. The mural is an object and has an AC of 20, 27 hit points, and a damage threshold of 10 which is bypassed by adamantine. When it is destroyed it releases a destructive wave as per the spell, but dealing force damage instead. Neither dispelling or destroying the door will cause the attackers to fall inanimate. The initial Tin Soldiers and Wooden Horses will always spawn, however if the mural is dispelled or destroyed after the encounter has begun then remaining monsters will fight to the death, though further monsters will not join the fight. 2a. Entry Corridor The door opens into a wide but slightly oppressive corridor. It is strewn with piles of detritus, broken and crushed Tin Soldiers and Wooden Horses, and piles of string. You can't see a clear path forward. The adventurers now find themselves in a roughly 15-foot wide corridor strewn with battered toys, large piles of these toys seemingly block the path ahead. As your adventurers enter this corridor, have them make a Perception check (DC 14). On a pass, they will hear a faint rattling noise, like dried beans in a beaker. This noise gets louder the further down this corridor they travel. If none of the adventurers pass, you can ask for further checks as they travel down the corridor, reducing the DC the closer they are to the Baby Room. In order to continue down the corridor, the adventurers will need to make an Investigation check (DC 12) to find the narrow passages through the detritus. If they pass by 5 or more, they also uncover some bones and bone dust with a gold ring worth 250 gold, and a leather tunic containing a wand of secrets. If none of the adventurers pass this check, they find the more dangerous path, and they have disadvantage on the checks to avoid the hazards in the subsequent passage. The first of these narrow passages is 20 feet long, and the second is 10 feet long. While adventurers move along these passages, they should make a DC 12 Dexterity save, taking 2 (1d4) slashing damage on a failure, or 7 (3d4) slashing damage if they fail by 5 or more. If the adventurers or the adventurers specify they are moving carefully, they may make this save with advantage. This damage comes from metal scraps, broken wood, and barbed strings in the walls. 2b. Baby Room As the adventurers emerge from the hazardous passages, the corridor opens up and curves round to the right. Read the following: As you near the end of the narrow passage the junk around you begins to become softer, remnants of fluffy toys are scattered amidst large coloured blocks with letters and numbers on each side, lacy fabric pierced by shards of metal adorns the passageway as you exit.

The room you emerge into has these toys amidst the debris that litters the walls, babyish items such as a giant pacifier that lay discarded nearby. You can hear a loud rattling now, and it is getting louder. The Animated Rattle patrols this room, as a huge creature it is limited by the walls of debris however it hovers over the worst of it. The adventurers have the option of fighting the Animated Rattle, or attempting to run past it as a hazard. Due to the Rattle's size adventurers would need to squeeze past it, and it may not be a wise idea to run blindly into the next room. Variant: Falling Debris If you want to make the Animated Rattle encounter more challenging, you can modify the Animated Rattle's Slam attack to cause debris to fall from the walls. In addition to its normal effect, the Slam causes debris to fall on any character within 5 feet of a wall. Falling Debris. Ranged Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 2 (1d4) bludgeoning damage, plus 2 (1d4) piercing damage, plus 2 (1d4) slashing damage. 3. Pine Corridor As the adventurers moves into the next corridor, their surroundings differ substantially from what they've experienced so far. Read the following: The corridor ahead of you is much darker than the areas you have passed through. The walls are made of a lighter wood than the toybox, and the only light comes through several odd-shaped holes in the ceiling. In what little light there is, you can see that the entire floor is covered in a layer of broken toys, including crushed Tin Soldiers and Wooden Horses. Among the crushed toys are two blocks, similar in shape to the holes in the ceiling. This entire corridor is one big trap as noted below, except two of the components have already been activated (2 and 5, moving away from the adventurer's current location) . Creative Play As always, we recommend rewarding creative play. As an example, teleportation effects can bypass this trap quickly as long as the Adventurer is able to see his destination. Stronger adventurers may which to use a large piece of metal debris from the walls as a shield or cover, if a strong character chooses to decline his dexterity saving throw from this traps effect and instead braces himself with the cover then that character should gain resistance from the trap's damage. Shape Sorter Corridor Simple Trap (level 5-10, deadly threat)

An oversized child's shape sorting toy, the shapes hang precariously in their hole, the slightest movement could make them fall.

Trigger. Any creature moving beneath a hole with a shaped block in it must pass a DC 18 Acrobatics or Stealth check or activate that part of the trap with small vibrations caused by their movement.

Effect. The shaped block resting in that portion of the shape sorter falls through its hole, landing in the 10 foot square beneath. Any creature beneath this shaped block must make a Dexterity save (DC 18) or suffer 10d10 points of bludgeoning damage. Shaped Blocks are large wooden objects that weigh 500 lbs.

Countermeasures. Adventurers moving at half speed make the DC 18 Acrobatics or Stealth check with advantage. Adventurers can move even slower and take their time to carefully clear a path for their allies to follow who also gain advantage on their checks. Adventurers who are able to move ninety or more feet in a single round and use their actions to do so automatically trigger the trap but make their save against this trap's effect with advantage.

Reset. This magical trap resets at dawn. 4a. Puppet Theatre As the adventurers exit the pine corridor, the toybox once again opens up. Ahead is a 10-foot wide pathway which curves round to the left, past a mountainous pile of broken toys. A cursory glance at this mountain shows it to be quite unstable. Prolonged investigation even shows the top to be swaying slightly as if by an imagined breeze. As the adventurers round the corner, read the following: As you round the corner past the mountain of toy remains, the rooms opens out into a comparatively clear plateau. The ground here is unlike the rest of the toybox, the only clutter seems to be piles of string, and an assortment of wooden limbs and heads. As well as the usual walls made of broken toys, there are several unstable looking mountains of a similar composition, groaning and creaking as they sway. The far end of the room has a dozen of odd looking puppets and marionettes posed and arranged in some sort of scene as if acting out a play. Above them is a tattered banner with words that are difficult to make out. To its left, you can see a gap in the wall. Ask your adventurers to make a Perception check (DC 12). On a pass, they can hear a quiet giggling, though the source is indeterminable and they can make out the words "puppet theatre" on the tattered banner. If the adventurers decide to investigate the room, they can find two 50-foot lengths of silk rope amongst the scraps on a successful Investigation check (DC 15).

When they reach the puppet theatre, a Marionette from the scene will animate and attack the adventurers, if your adventurers are not wary of the puppets then award the Marionette a surprise round. At the end of the first round of combat 4b. Buried Marionette will trigger and join the initiative. 4b. Buried Marionette A second Marionette will rise from under the detritus by 4b. on the map. This disturbance also causes the mountain or rubble to collapse over the exit of the pine corridor, effectively blocking the adventurers from back-tracking through the toybox. This Marionette uses it's strings to pull itself up onto the rickety walls, closes the gap to the adventurers and attempts to fight the adventurers with it's reach. Once this encounter is completed, it is recommended that the adventurers are encouraged to take a short rest in this room. 4c. Collapsing Hallway The pathway to the next room is flanked by more unstable mountains of toys. As the adventurers pass through, several small pieces of broken toys will fall which triggers a chain reaction behind them. The adventurers will need to run to the next room or be crushed by the falling walls. Falling Walls Simple Trap (level 5-10, dangerous threat)

An unstable wall made of wooden blocks, metal shards, string, playdough and torn fabrics sways, creaks and falls.

Trigger. A series of tripwires strung across the hallway and wrapped tightly around miscellaneous parts of the wall.

Effect. The walls begin to fall in, adventurers must use their speed to escape the falling debris whilst making a Dexterity saving throw (DC 10) not to trip on any of the subsequent tripwires. Any adventurer who falls will not be able to make it to the end of the hallway in time to escape the collapsing walls and must make another Dexterity saving throw (DC 15), taking 24 (7d6) bludgeoning damage and becoming prone, pinned by debris on a failure, or half this damage and not prone or pinned on a success. Any character pinned by debris can free themselves by making a strength (DC 15) check and crawl into Jack's Lair, other adventurers in Jack's Lair can free pinned adventurers by making the same check but with advantage.

Countermeasures. A DC 15 Wisdom (Perception) check reveals the tripwire. A DC 15 Dexterity check made with thieves’ tools disables the tripwire, but a check result of 5 or less triggers the trap. If the adventurers triggers the falling walls, a perception check (DC 18) allows them to hear gleeful laughter over the cascade of toys and junk as they enter Jack's Lair. 5a. Jack's Lair The large room in front of the adventurers is clear of all broken toy parts on the floor. In their place are crates, barrels, urns, boxes, and a variety of other containers. There is also a small pile of children's drawings in the corner of the room near the entrance. Read the following: Aside from the passage you have just passed through, there are no broken toys in this room. Instead, the detritus and toys have given way to a collection of crates, boxes and barrels. This is the largest room you have entered in the toybox so far. Your mind is pervaded by maniacal cackling, and a menacing voice says to you "I'm ever so impressed you made it through my toybox. I hope you're ready for the next game!" If they wish, the adventurers can engage Jack in conversation, though his responses are mostly nonsensical, rhyming, or just cackling laughter. When enough time has passed and Jack becomes bored by their behaviour, by their questions, or if the adventurers reveal they are seeking the item that Jack is charged with guarding, Jack will attack. Jack's Boxes Jack's containers are assumed to be wooden, and have AC 15 and have 18 hit points. Variant: Other Boxes You can use containers made of other materials using the rules found on pg. 246 of the Dungeon Master's Guide. Jack only uses the best quality materials and therefore any containers in his lair are considered to be resilient when calculating their hit points. 5b. Jack's Stash Near the edge of the room Jack has hidden his stash beneath a trapdoor disguised to appear as floorboards. A DC 15 (Investigation) check reveals the trapdoor. The trapdoor opens to reveal a 5 ft square room containing the treasures listed on page 5: 5c. Jack's Trampoline In the far corner of the room, beneath a crack in the toybox lid, lies a 10-foot wide device. It appears to be leather, suspended on springs from a metal frame. This is a trampoline, and any adventure that chooses to use it bounces a couple of times and is then flung toward the lid at incredible speed. The adventurer slips through the crack in the lid and returns to their original size. The process is quite disorientating so they must succeed on a Dexterity saving (DC 12) throw to land on their feet or fall prone in the space next to the Toybox. Any subsequent adventurers who leave the Toybox after a companion has failed this save and not yet moved out of the way must make their save with disadvantage as they attempt to avoid landing on their fellow adventurer. Failure of this save does not result in any damage, but merely an awkward moment between the two or more adventurers that end up in this pile.

Jack's Stash Puppet's Head Amulet

Potion of healing

Scroll of booming blade

400 cp

6,000 sp

1,700 gp

100 pp

1 Bloodstone

1 Carnelian

1 Chrysoprase

1 Citrine

1 Jasper

1 Onyx

3 Quartz

3 Star rose quartz Puppet's Head Amulet Wondrous item, legendary (requires attunement) This simple amulet consists of a small wooden dolls head on a short length of silk string. The amulet gives you advantage on charisma checks, but disadvantage on deception checks. Creatures have advantage on insight checks to establish if you are telling the truth. If you use an action to speak the command phrase ("When you wish upon a star") and throw the amulet at the ground within 60 feet of you, the amulet becomes a Marionette. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the amulet doesn't become a Marionette. The Marionette is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the Marionette defends itself but takes no other actions. The Marionette exists for 1 minute. At the end of the duration, the Marionette reverts to it's amulet form. It reverts to an amulet early if reduced to 0 hit points or if you use an action to speak the command phrase again while touching it. When the Marionette becomes an amulet again, its transformative property can't be used again until 7 days have passed.

Tin Soldier Medium construct, unaligned Armor Class 14 (natural armour, shield)

14 (natural armour, shield) Hit Points 13 (2d8 + 4)

13 (2d8 + 4) Speed 30 ft. STR DEX CON INT WIS CHA 13 (+1) 9 (-1) 14 (+2) 8 (-1) 10 (+0) 7 (-2) Damage Vulnerabilities lightning

lightning Damage Immunities poison, psychic

poison, psychic Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned, unconscious

charmed, exhaustion, frightened, paralyzed, poisoned, unconscious Senses passive Perception 10

passive Perception 10 Languages —

— Challenge 1/4 (50 XP) Construct Nature. The soldier doesn't require air, food, drink or sleep. False Appearance. While the soldier remains motionless, it is indistinguishable from an ordinary object. Immutable Form. The soldier is immune to any spell or effect that would alter its form. Actions Shortsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage. Reactions Parry. The soldier adds 3 to its AC against one melee attack that would hit it. To do so, the soldier must see the attacker and be wielding a melee weapon. Wooden Horse Large construct, unaligned Armor Class 11

11 Hit Points 39 (6d10 + 6)

39 (6d10 + 6) Speed 60 ft. STR DEX CON INT WIS CHA 18 (+4) 12 (+1) 13 (+1) 2 (-4) 12 (+1) 7 (-2) Damage Vulnerabilities fire

fire Damage Immunities poison, psychic

poison, psychic Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned, unconscious

charmed, exhaustion, frightened, paralyzed, poisoned, unconscious Senses passive Perception 11

passive Perception 11 Languages —

— Challenge 1 (200 XP) Construct Nature. The horse doesn't require air, food, drink or sleep. False Appearance. While the horse remains motionless, it is indistinguishable from an ordinary object. Immutable Form. The horse is immune to any spell or effect that would alter its form. Trampling Charge. If the horse moves at least 20 feet straight toward a creature and then hits it with its hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the horse can make another attack with its hooves against it as a bonus action. Actions Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damamge. Reactions Friends 'Til The End. When a tin soldier within 5 feet of the horse is targeted by a ranged weapon or spell attack by a creature the horse can see, the horse can become the target instead.

Animated Rattle Huge construct, unaligned Armor Class 11

11 Hit Points 142 (15d12 + 45)

142 (15d12 + 45) Speed 0 ft., fly 30 ft. (hover) STR DEX CON INT WIS CHA 20 (+5) 13 (+1) 17 (+3) 1 (-5) 5 (-3) 1 (-5) Damage Vulnerabilities fire

fire Damage Resistances bludgeoning, piercing and slashing from nonmagical weapons

bludgeoning, piercing and slashing from nonmagical weapons Damage Immunities poison, psychic

poison, psychic Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned

blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned Senses blindsight 60 ft., passive Perception 7

blindsight 60 ft., passive Perception 7 Languages —

— Challenge 5 (1,800 XP) Antimagic Susceptibility. The rattle is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the rattle must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute. Construct Nature. The rattle doesn't require air, food, drink or sleep. Endless Rattling. The rattle emits a continuous rattling noise. The rattling has no effect on constructs. Any creature that that isn't deafened and starts its turn within 30 feet of the rattle must succeed on a DC 15 Constitution saving throw or take 6 (1d12) thunder damage. False Appearance. While the rattle remans motionless, it is indistinguishable from an ordinary object. Immutable Form. The rattle is immune to any spell or effect that would alter its form. Actions Multiattack. The rattle makes two attacks with its slam. Slam. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. Marionette Large construct, neutral evil Armor Class 16 (natural armour)

16 (natural armour) Hit Points 161 (17d10 + 68)

161 (17d10 + 68) Speed 30 ft., Climb 30 ft. STR DEX CON INT WIS CHA 15 (+2) 18 (+4) 18 (+4) 11 (+0) 12 (+1) 14 (+2) Skills Acrobatics +7, Athletics +5

Acrobatics +7, Athletics +5 Damage Vulnerabilities fire

fire Damage Resistances bludgeoning, piercing and slashing from nonmagical weapons

bludgeoning, piercing and slashing from nonmagical weapons Damage Immunities poison, psychic

poison, psychic Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned, unconscious

charmed, exhaustion, frightened, paralyzed, poisoned, unconscious Senses passive Perception 11

passive Perception 11 Languages Common

Common Challenge 8 (3,900 XP) Barbed Strings. The marionette's strings are covered in tiny barbs. With them, the marionette can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Construct Nature. The marionette doesn't require air, food, drink or sleep. False Appearance. While the marionette remains motionless, it is indistinguishable from an ordinary object. Immutable Form. The marionette is immune to any spell or effect that would alter its form. Magic Weapons. The marionette's attacks are magical. Actions Multiattack. The marionette makes three attacks; one with its head string and two with its hand strings. If both hand strings hit the same target, the target is grappled (escape DC 13), and the marionette uses Puppeteer on it. Head String. Melee Weapon Attack: +7 to hit, reach 30ft., one target. Hit: 20 (3d10 + 4) slashing damage. Hand String. Melee Weapon Attack: +7 to hit, reach 30ft., one target. Hit: 13 (2d8 + 4) slashing damage. If the marionette has a creature grappled, it can instead automatically deal 13 (2d8 + 4) slashing damage to that creature. Puppeteer. The marionette attempts to puppeteer one creature grappled by it. The creature must succeed on a DC 16 Charisma save or be charmed as if by the Dominate Person spell. The creature can repeat the save at the end of each of its turns, ending the effect on a success. The effect also ends if the marionette is knocked unconscious or the target is no longer grappled by both hand strings. Reactions Master of Puppets. The marionette can use its reaction at the start of a puppeteered creature's turn to take total and precise control of the target. The creature takes only the actions the marionette chooses, and doesn't do anything the marionette doesn't allow it to do.

Jack's Lair Jack is a tidy creature, preferring the only clutter in his lair to be containers of all shapes and sizes in which he can contently conceal himself. Due to his lack of hands, he instructs the other minions of the toybox to bring these objects into his lair, and where to place them. Lair Actions On initiative count 20 (losing all initiative ties) , Jack can use one of his lair action options. He can’t do so while incapacitated or otherwise unable to take actions. If surprised, He can’t use one until after his first turn in the combat. Jack can retreat into his container and vanish, reappearing hidden in another container within 120 feet of him.

Jack turns his lair into an illusory funhouse. Creatures in his lair must succeed on a Wisdom saving throw (DC 16) or believe the room is tilting and whirling. A creature that fails this save treats the lair as difficult terrain and must make a Dexterity saving throw (DC 16) at the start of its turn or fall prone. A creature can repeat the Wisdom saving throw at the end of their turn, seeing through the illusion on a success. If a target succeeds on the saving throw or if the effect ends for it, the target is immune to this lair action for the next 24 hours

Jack casts phantasmal force (no components required) on any number of creatures he can see within 60 feet of him. The illusion takes the form of a large vicious teddy bear. While maintaining concentration on this effect, Jack can't take other lair actions. If a target succeeds on the saving throw or if the effect ends for it, the target is immune to Jack's phantasmal force lair action for the next 24 hours, although such a creature can choose to be affected. Jack finds this whole process hilarious. Jack, in-a-box Tiny construct, chaotic evil Armor Class 13

13 Hit Points 189 (42d4 + 84)

189 (42d4 + 84) Speed 0 ft. STR DEX CON INT WIS CHA 2 (-4) 17 (+3) 15 (+2) 18 (+4) 16 (+3) 18 (+4) Saving Throws Dex +7, Cha +8

Dex +7, Cha +8 Skills Deception +8, Stealth +7

Deception +8, Stealth +7 Damage Vulnerabilities lightning

lightning Damage Resistances bludgeoning, piercing and slashing from nonmagical weapons

bludgeoning, piercing and slashing from nonmagical weapons Damage Immunities poison, psychic

poison, psychic Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned.

charmed, exhaustion, frightened, paralyzed, petrified, poisoned. Senses darkvision 120 ft., tremorsense 120 ft., passive Perception 17

darkvision 120 ft., tremorsense 120 ft., passive Perception 17 Languages Common, telepathy 120 ft.

Common, telepathy 120 ft. Challenge 9 (5,000 XP) Construct Nature. Jack doesn't require air, food, drink or sleep. False Appearance. While Jack is hidden in his box, he is indistinguishable from an ordinary object. Immutable Form. Jack is immune to any spell or effect that would alter its form. Innate Spellcasting. Jack's innate spellcasting ability is Charisma. He can innately cast the following spells (spell save DC 16), requiring no material or somatic components: At will: mending, tasha's hideous laughter

3/day: crown of madness, fear

1/day creation, otto's irresistable dance Legendary Resistance (2/Day). If Jack fails a saving throw, he can choose to succeed instead. Reactive. Jack can take one reaction on every turn in combat. Read Thoughts. Jack magically learns of the flaws, fears, and guilt of creatures he is aware of within 120 feet of him. The effect can penetrate barriers, but 2 feet of rock, 2 inches of metal or a thin sheet of lead blocks it. He uses this insight to fuel his Cruel Teasing. Actions Multiattack. Jack uses Cruel Teasing twice. Cruel Teasing. Jack targets one creature he can see within 60 feet of it. The target must succeed on a DC 16 Charisma saving throw or take 14 (4d4+4) psychic damage. Reactions Can't Catch Me! When a creature Jack can see targets it with an attack, he can retreat into his container and vanish, popping out of another container within 120 feet of him. The container Jack was in when targeted becomes the target of the attack instead. Legendary Actions Jack can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Jack regains spent legendary actions at the start of his turn. he can forgo using them, and he can’t use them while incapacitated or otherwise unable to take actions. If surprised, he can’t use them until after his first turn in the combat. Pop Goes The Weasel! (2 actions). Jack can retreat into his container and vanish, reappearing hidden in another container within 120 feet of him, then pop out and use Cruel Teasing. Bully. Jack can use Cruel Teasing twice.

Handout - Sliding door puzzle We recommend making a note on the back of your printed Sliding Door Puzzle pieces indicating the orientation of the pieces before you cut them out.