37 lines
2.2 KiB
Markdown
37 lines
2.2 KiB
Markdown
# Greed Swarm
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*Medium* *Construct* *unaligned*
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- **Armor Class:** 13 (natural armor)
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- **Hit Points:** 22 (4d8+4)
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- **Speed:** fly 40 ft. walk 0 ft. hover True ft.
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- **Challenge Rating:** 1/2 (100 XP)
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- **Source:** Tome of Beasts 2, page 184
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| STR | DEX | CON | INT | WIS | CHA |
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| --- | --- | --- | --- | --- | --- |
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| 6 (-2) | 16 (+3) | 12 (+1) | 1 (-5) | 9 (-1) | 1 (-5) |
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- **Skills:**
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- **Damage Vulnerabilities:** force
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- **Damage Immunities:** poison
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- **Damage Resistances:** bludgeoning, piercing, slashing
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- **Condition Immunities:** charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned
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- **Senses:** blindsight 60 ft. (blind beyond this radius), passive Perception 9
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- **Languages:** —
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### Special Abilities
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- **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.
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- **Deafening Clatter:** A creature in the swarm's space is deafened.
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- **False Appearance:** While the greed swarm remains motionless, it is indistinguishable from a normal pile of coins and valuables.
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- **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.
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### Actions
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- **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.
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- **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.
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- **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.
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