Incorporeal Movement. The Curse can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Linked to its Story. If the book that summoned a curse(s) is destroyed, the curse(s) dies instantly.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., 1 target. Hit: 8 (1d10 + 3) Piercing damage. On hit, the target must make a DC 10 Wisdom Saving Throw. On a failure, the creature is Poisoned for up to 1 minute. The creature can make the saving throw again at the end of each of its turns, and on a successful save the condition is ended.
Description
In old medieval Europe, all books were produced by hand, through the long, hard labor of skilled artists and scribes. As such, books were exceedingly valuable, so many scribes put "curses" in their books to try and discourage theft. For the most part, they were simply colorful threats, but if someone were to actually know what they were doing, a true book curse could end up being a powerful force, even centuries later. These spectral monsters are the result of such curses, defending their books and avenging their theft by lashing out at those who took them, long after their original creators are dead. Depending on the creator's will, book curses can take many forms, usually ghostly animals, but all are equally dangerous, from a rat to an otherworldly shark.
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