Huge swarm of Tiny constructs, Chaotic Evil
Armor Class 16 (Natural armor)
Hit Points 114 (12d12 + 36)
Speed 30 ft.
STR
21 (+5)
DEX
7 (-2)
CON
16 (+3)
INT
1 (-5)
WIS
6 (-2)
CHA
1 (-5)
Skills Perception +4
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Blindsight 80 ft. (blind beyond this radius), Passive Perception 14
Languages --
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Coin Whirlwind. The treasure horde has a shield of flying coins surrounding it. It has a +2 to AC against ranged attacks, and any creature within 5 feet of the treasure horde must succeed on a DC 14 Dexterity saving throw or take 4 (1d8) bludgeoning damage, taking half as much damage on a successful save.

Swarm. The treasure horde can occupy another creature's space and vice versa, and the treasure horde can move through any space large enough for a Tiny coin. The treasure horde can't gain temporary hit points. The treasure horde is difficult terrain.

Actions

Multiattack. The treasure horde makes one bite attack and uses coin barrage once or uses coin barrage three times.

Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 38 (6d20 + 5) piercing damage. 

Coin Barrage. The treasure horde blasts coins in a 60-ft. line that is 5 ft. wide. Creatures in the line must succeed on a DC 16 Dexterity saving throw or take 9 (2d8) bludgeoning damage, fall prone, and be pushed to the end of the line, taking half as much damage and not being pushed on a successful save.

Coin Explosion (Recharge 5-6). The treasure horde blasts coins outward in a 30-ft. sphere. Creatures in the sphere must succeed on a DC 16 Dexterity saving throw or take 27 (6d8) bludgeoning damage and fall prone, taking half as much damage and not falling prone on a successful save.

Coin Prison. The treasure horde moves up to its speed. When it ends its move, any creatures in its space must succeed on a DC 16 Strength saving throw or take 22 (4d10) bludgeoning damage and become restrained, taking half as much damage and not being restrained on a successful save.
A restrained creature may use its action to escape, doing so on a successful DC 16 Athletics or Acrobatics check. In addition, another creature can use its action to pull a restrained creature out, doing so on a successful DC 16 Athletics check, rolled with advantage.
While restraining creatures, the treasure horde can't move, can't use this action, and on each of its turns, the restrained creatures must succeed on a DC 16 Constitution saving throw or take 9 (2d8) bludgeoning damage, taking half as much damage on a successful save.

Description

Unlike the innocuous animated coins they are made of, the treasure hordes are a deadly and maddening enemy. The product of transmutation magic cast of a hoard of treasure, these creatures are fierce guardians of every coin that makes them up.

Malicious Intent.
Most constructs have no real mind, instead simply doing whatever a master dictates for them. Not the treasure horde. These vicious beings only wish to destroy anything that would touch their shining bodies. They take true joy from the death of other beings and loot their pockets for more treasure to absorb into themselves.

Mighty Guardians.
With numerous different combative abilities, the treasure hordes make fearsome enemies for would-be plunderers. Jaws formed of the numerous sharp edges of coins adorn their amorphous bodies, and flying coins swirl around it, making a deadly shield for any who want to fight it. Finally, this sheer weight makes it a dangerous enemy, as it crushes enemies beneath its bulk.

Central Treasure.
Each treasure horde is supported by a magical item at its core. These extremely ostentatious and valuable items provide residual wealth and magic strong enough to animate the entire pile of coins resting on it. If this item isn't removed from the treasure horde after killing it, it will rejuvenate and come to life after a day.

Habitat: UnderdarkUrban

kingk1

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