Antimagic Susceptibility. The apparmarole is inca-
pacitated while in the area of 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 grappling a creature, the
apparmarole is resistant to all damage and the creature
grappled by the apparmarole takes damage equal to that
taken by the apparmarole.
False Appearance. While the apparmarole remains
motionless, it is indistinguishable from 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.
DC 10 Intelligence (History): Some foolish arcanist
created a set of killer clothes, and now whole towns suffer.
DC 15 Intelligence (Arcana): Apparmaroles can
dominate victims to construct more apparmaroles: a
self-replicating plague.
DC 20 Intelligence (Arcana): As cloth constructs,
apparmaroles are immune to poison and psychic
damage but vulnerable to fire.
SALVAGE
The threads of an apparmarole contain trace amounts of
magic and are valuable as components for the construction
of several magical items. They can be sold for 50 gp if
the apparmarole was not consumed by flame.
Someone who collects the remains of ten apparmaroles
can craft a cloak of protection with a successful DC 15 Intelli-
gence (Arcana) check by someone proficient with weaver’s
tools. Crafting this item takes 5 days and costs 200 gp.
---Grim Hollow Monster Grimoire---
Comments