Antimagic Susceptibility. The apparmarole is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the apparmarole 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 apparmarole takes only half the damage dealt to it, and the creature grappled by the apparmarole takes the other half.
False Appearance. While the apparmarole remains motionless, it is indistinguishable from a normal clothing.
Constrict. Melee Weapon Attack: +5 to hit, reach 5 ft., one Medium or smaller creature. Hit: The creature is grappled (escape DC 12). Until this grapple ends, the target is restrained, blinded, and the apparmarole can’t constrict another target. In addition, at the start of the target’s turns, the target takes 4 (1d4 + 2) bludgeoning damage if the target is not charmed.
Puppeteer. A creature grappled by the apparmarole must succeed on a DC 13 Wisdom saving throw or be charmed for 8 hours. While charmed, a telepathic link with the apparmarole is established. The apparmarole can issue commands without an action, which the creature does its best to obey. Each time the target takes damage, it makes a new Wisdom saving throw, ending the effect on a success.
Description
“Be properly attired, lest ye be mistaken for a thrall of the apparmarole.”
Dominating Clothes. No one knows who constructed the first apparmarole, but now they are a plague on the world. The apparmarole looks to be a set of clothing that flies into the air and wraps around a humanoid victim, taking control of their actions.
Driven to Replicate. Once in control of a host and not threatened, the apparmarole directs it to create more apparmaroles, a process that takes 100 days and requires 500 gp of rare threads and textiles. If the host does not have the funds or materials, the apparmarole attempts to steal them.
Mine or No One Else’s. The apparmarole can constrict any creature it grapples; a slow crushing death is the fate of any humanoid that resists the apparmarole’s charm.
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