Antimagic Susceptibility. The treasure is incapacitated while in the area of an antimagic field and appears to be a pile of base metal and colored glass with some coins and gems. If targeted by dispel magic, the treasure must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute. While unconscious, the animated treasure appears as a pile of base metal and colored glass with some coins and gems. Touching the pile while it is unconscious immediately reanimates it.
False Appearance. While the treasure remains motionless, it is indistinguishable from a normal pile of treasure. When the animated treasure takes damage of any type, it drops bits of base metal and colored glass equal to the damage.
Parasitic. If a creature of medium or small size touches the treasure while it is motionless, the treasure engulfs the creature and uses its body as a scaffold. While engulfed, the creature is incapacitated but can speak. The engulfed creature takes all damage of the bludgeoning, piercing, or slashing type from non-magical weapons, one-half damage from cold, fire, lightning, or magical weapon damage, and has immunity to acid, force, necrotic, poison, psychic, or radiant type. While engulfed, the creature takes 1d6 bludgeoning damage at the end of each of the animated treasure's turn. Tiny creatures and creatures larger than Medium are not engulfed and the pile of treasure appears solid, fixed, and unmovable.
Treasure Hoarder. If the engulfed creature is reduced to 0 hit points, the treasure collapses back to an apparent pile of treasure and the unconscious creature is ejected 5 ft from the pile with any material treasure they had on their person removed (coins or gems). This includes treasure inside magical and non-magical bags or other containers.
Multiattack. The treasure makes two melee attacks and can choose any combination of the three attacks below depending on melee conditions.
Coin Punch. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage.
Gem Slice. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage.
Treasure Fling. Ranged Weapon Attack: +4 to hit, 20/60 ft, one target. Hit: 5 (1d6 + 2) bludgeoning damage and 5 (1d6 + 2) slashing damage. Hit or miss, roll the damage. Random coins and gems equal to rolled damage are ejected from the creature.
Parasitic Surge. If the animated treasure hits a target with its first melee attack, the animated treasure can attempt to transfer its parasitic engulfment to the target (50% chance). The target makes a DC14 Dexterity saving throw. On a fail, the treasure engulfs the target and either ejects the previous target as if it were unconscious, taking all coins and gems with it to the new target or (if the first target was carrying more than 1000 gp) remains attached to the first target. On a save, the treasure drops 2d6 bits of metal and glass and takes the equivalent force damage. If the animated treasure now has two targets engulf, treat each as a separate animated treasure.
Description
Guardian Traps. These apparent piles of treasure are enchanted by a magic-user of any alignment using a series of enchantment and illusion spells to create a guardian trap for humanoids or other small or medium sized creatures. Each animated treasure may be accompanied by one or more mimics.
Treasure Trove. When the animated treasure is reduced to 0 hit points, it reverts to a pile of base metal and colored glass fragments of little value. Because of previously engulfed and then ejected victims, among the base metal and colored glass will be some coins and gems (DM discretion). All of the coins and gems held by any target engulfed and reduced to 0 hit points during a current encounter are recovered.
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