Tiny Swarm of Medium monstrosities, Chaotic Neutral
AC 13    Initiative +2 (12)
HP 18 (4d4 + 8)
Speed 20 ft., Climb 10 ft.
Mod Save
STR 10 +0 +0
DEX 14 +2 +2
CON 14 +2 +2
Mod Save
INT 5 −3 −3
WIS 12 +1 +1
CHA 8 −1 −1
Skills Stealth +6
Resistances Bludgeoning, Piercing, and Slashing from Magic Weapons
Immunities Acid; Prone
Senses Darkvision 60 ft.; Passive Perception 11
Languages None
CR 1/2 (XP 100; PB +2)
Traits

Adhesive. The Boot Babies adhere to anything that touches them. A Medium or smaller creature that tries to wear or carry them must succeed on a DC 13 Strength (Athletics) check to remove them or they will become Grappled. Ability checks made to escape this grapple have Disadvantage.

 Ambushers. The Boot Babies have advantage on attack rolls against any creature they have surprised.

 Twinform Bond. Boot Babies are always encountered in bonded pairs (left and right boot). They act as a single creature—sharing one initiative, action economy, and movement—but consist of two distinct physical entities. You may choose to track their hit points as a shared pool or split evenly between both boots.

  • If tracking as a shared HP pool, when the Boot Babies' total HP is reduced to half or less of their maximum, one of the pair dies—typically the last one struck.

  • If using split HP, when either boot is reduced to 0 HP, it dies and the surviving boot immediately enters Heelfury.

Heelfury. When one boot dies, the surviving boot becomes enraged until destroyed or magically calmed. The surviving boot lashes out in uncontrolled grief, often attempting to bite, drag, or flee with its fallen companion’s remains.

  • It gains advantage on Bite attacks.
  • It can take the Dash or Disengage action as a bonus action on each of its turns.
  • It loses the ability to use Sticky Scream as its grief overwhelms its coordination.
  • It cannot be tamed or reasoned with during this state.
  • Its Stealth rolls are made with disadvantage due to erratic, stomping behavior.

Sole Survivor. If one boot is permanently lost or destroyed, the remaining boot gains the Sole Survivor condition after 24 hours.

  • The Boot Baby becomes lethargic, refuses to function, and loses its Adhesive, Clingy, and Sticky Scream traits.
  • After 3 days, it dies of loneliness unless reunited with its bondmate or introduced to a new unpaired Boot Baby and successfully re-bonded over 24 hours.
Actions

Bite. Melee Attack Roll: +4(with Advantage if the target is Grappled by the Boot Babies), reach 5 ft. Hit: 3 (1d4 + 2) Piercing damage—or 5 (2d4 + 2) Piercing damage if the target is Grappled by the Boot Babies—plus 2 (1d4) Acid damage.

Pseudopod. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (1d4 + 2) Bludgeoning damage plus 2 (1d4) Acid damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 13). Ability checks made to escape this grapple have Disadvantage.

Sticky Scream (Recharge 5–6).  The Boot Babies emit a shrill, rubbery screech. All creatures within 10 feet that can hear them must succeed on a DC 11 Wisdom saving throw or suffer disadvantage on their next attack roll or ability check before the end of their next turn.

Bonus Actions

Shape-Shift. The Boot Baby can use its action to shape-shift into an ordinary boot while retaining its game statistics, or back into its true blob form. While in boot form, it is indistinguishable from a non-magical boot and has advantage on Dexterity (Stealth) checks to remain hidden. Any equipment it is wearing or carrying isn’t transformed.

Reactions

Clingy Step. If a creature dons the Boot Babies (thinking they are mundane footwear), the Boot Babies immediately use their Bite attack as a reaction. While worn, they reduce the creature’s walking speed by 10 feet unless tamed.

Description

Boot Babies are tiny, semi-sentient mimic offshoots that prefer to impersonate individual boots or shoes, often lurking near footlockers, traveler camps, or even cozy cobblers' shops. Their natural camouflage allows them to blend in perfectly among ordinary footwear—waiting patiently for an unsuspecting target to try them on.

While some Boot Babies are outright malicious, snapping at fingers and toes, not all are hostile by nature. Many are driven by a simple instinctual need for warmth, companionship, and steady movement. In fact, a surprising number just want a foot to call home. Once bonded, however, they’re clingy, disruptive, and undeniably bitey, especially if neglected or mistreated.


Taming a Boot Baby

Despite their feral tendencies, Boot Babies can be tamed and domesticated through consistent kindness, gentle handling, and a bit of clever bribery. The taming process requires:

  • At least 7 days of care, where the same creature interacts with the Boot Babies daily.

  • Offerings of food (preferably meat scraps, monster jerky, or fatty bone bits).

  • Simple gifts, such as buttons, pebbles, bits of cloth, or shiny trinkets.

  • A successful DC 15 Animal Handling check made at the end of the bonding period.

Once tamed, Boot Babies willingly allow themselves to be worn, acting more like a pair of loyal, if slightly unhinged, pets. They develop an emotional bond with their wearer and may even defend them in combat, snapping at aggressors or tightening their grip to prevent stumbles.


Worn Behavior and Benefits

When tamed and worn together as a pair, Boot Babies function as a rare magic item (requiring attunement). While worn:

  • The wearer gains advantage on Stealth checks to move silently, as the Boot Babies instinctively muffle footfalls.

  • Once per short rest, the Boot Babies may bite an attacker as a reaction, dealing piercing and acid damage.

  • The wearer has advantage on saving throws against being knocked prone (or similar balance-based effects, depending on your version).

  • They also grant a climb speed equal to the wearer’s walking speed, gripping walls or rough surfaces with mimic-like appendages.

Boot Babies are more than gear—they’re companions. As such, they must be cared for:

  • They must be fed at least once every three days.

  • If mistreated or ignored, they may lash out, become disobedient, or adhere to the ground mid-stride, reducing movement speed to 0 until forcibly removed.


With their many quirks, unpredictable moods, and alarming tendency to taste things with their tongues, Boot Babies make challenging but rewarding pets; perfect for adventurers who don’t mind a little sass with their stride.

Previous Versions

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