Clothes-Colony (5e Creature)
Clothes-Colony
Medium swarm of Tiny constructs, neutral Armor Class 12 (natural armor)
Saving Throws Constitution +3 Antimagic Susceptibility. The clothes-colony is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the colony must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute. Damage Transfer. While it is grappling a creature, the clothes-colony takes only half the damage dealt to it, and the creature grappled by the colony takes the other half. False Appearance. While the colony remains motionless, it is indistinguishable from a normal pile of clothing. Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny piece of clothing. The swarm can't regain hit points or gain temporary hit points. Wearable. While it is grappling a creature, the clothes-colony can control the movements of that creature. It uses the speed, AC, and Strength, Constitution, and Dexterity modifiers of the creature in place of its own, and can use its action to force the creature to succeed on a DC 13 Strength saving throw or make weapon attack against a target of the colonies' choosing. ACTIONSSmother. Melee Weapon Attack: +5 to hit, reach 5 ft., one Medium or smaller creature in the swarm's space. Hit: The creature is grappled (escape DC 16). Until this grapple ends, the target is restrained and the clothes-colony can't smother another target. In addition, at the start of each of the target's turns, the colony can choose to deal 17 (3d8 + 4) bludgeoning damage to the target.
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A living pile of sentient clothes, working together to move. Although uncoordinated and weak, they may be worn by a creature to gain structure and form; this may or may not be consensual on the creature's part. |
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