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5ead/monsters/md/tome_of_beasts_2/greed-swarm.md
2025-06-07 07:58:30 -05:00

2.2 KiB

Greed Swarm

Medium Construct unaligned

  • Armor Class: 13 (natural armor)
  • Hit Points: 22 (4d8+4)
  • Speed: fly 40 ft. walk 0 ft. hover True ft.
  • Challenge Rating: 1/2 (100 XP)
  • Source: Tome of Beasts 2, page 184
STR DEX CON INT WIS CHA
6 (-2) 16 (+3) 12 (+1) 1 (-5) 9 (-1) 1 (-5)
  • Skills:
  • Damage Vulnerabilities: force
  • Damage Immunities: poison
  • Damage Resistances: bludgeoning, piercing, slashing
  • Condition Immunities: charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned
  • Senses: blindsight 60 ft. (blind beyond this radius), passive Perception 9
  • Languages:

Special Abilities

  • Antimagic Susceptibility: The swarm is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the swarm must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
  • Deafening Clatter: A creature in the swarm's space is deafened.
  • False Appearance: While the greed swarm remains motionless, it is indistinguishable from a normal pile of coins and valuables.
  • 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 object. Except for Gather, the swarm can't regain hit points or gain temporary hit points.

Actions

  • Coin Slam: Melee Weapon Attack: +5 to hit, reach 0 ft., one target in the greed swarm's space. Hit: 10 (4d4) bludgeoning damage, or 5 (2d4) bludgeoning damage if the swarm has half of its hit points or fewer.
  • Coin Barrage: Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 7 (2d6) bludgeoning damage, or 3 (1d6) bludgeoning damage if the swarm has half of its hit points or fewer.
  • Gather (1/Day): The swarm magically gathers up to 100 gp worth of coins, gems, and other small, valuable objects within 60 feet of it, adding them to its mass. It regains 7 (2d6) hit points and has advantage on its next attack roll. A creature wearing or carrying such valuables must succeed on a DC 11 Dexterity saving throw or its valuables fly toward the swarm, joining the mass.