Clothes-Colony (5e Equipment)

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Armor (light), rare

A pile of assorted sentient clothing which has agreed to let you wear it. While wearing this armor, your AC is equal to 11 + your Dexterity modifier.

Animated. The Clothes-Colony can take itself off of you. While removed, it uses the stats for the clothes-colony, and can put itself back on using a bonus action if you allow it.

Colonial Mind. A piece of clothing can detach from the Clothes-Colony. This piece is too weak to move, but can observe its surroundings or hold a simple conversation, and is indistinguishable from an ordinary article of clothing. The colony can have up to three parts of itself separated this way; any more and it would lose cohesion.
Additionally, after you complete a short or long rest during with access to scraps of fabric or clothing, the Clothes-Colony regains 11 (2d8 + 2) hit points.

Damage Transfer. Whenever you take damage, the Clothes-Colony can cause you to take only half the damage dealt, with the Clothes-Colony taking the other half. It has 55 hit points, damage resistance to bludgeoning and piercing damage, and immunity to psychic and poison damage.
Sentience. The Clothes-Colony is a sentient neutral set of armor with an Intelligence of 7 (+2), a Wisdom of 11 (+0), and a Charisma of 8 (-1). It has hearing and vision out to a range of 90 feet, and can speak and understand Common.
Personality. A Clothes-Colony is an assortment of sentient, animated clothing which has joined together to survive. They are insistent on being worn, since as a group they have trouble moving and acting without some form of structure. Although they may force themselves on creatures and overpower them to achieve this, it is possible to win the trust of one with gifts of fabric. A "tame" clothes colony can prove a useful ally and can easily pass as a set of normal clothing, right up until it leaps off its wearer's back to smother a would-be assassin.

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