Suffocating Wrap.
On a successful grapple, the Towel Monster can cover a creature’s mouth and nose.
The creature must succeed on a DC 13 Con save each round or begin suffocating.
A creature can hold its breath for a number of minutes equal to 1 + its Constitution modifier (minimum of 30 seconds).
When a creature runs out of breath or is choking, it can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round). At the start of its next turn, it drops to 0 hit points and is dying, and it can’t regain hit points or be stabilized until it can breathe again.
Absorb Impact.
When the Towel Monster takes bludgeoning or force damage, reduce that damage by 4.
Dust Burst (1/day).
When reduced below half HP, it releases a burst of mildew dust.
Creatures within 10 ft must make a DC 13 Con save or be poisoned for 1 minute.
Multiattack.
The Towel makes two attacks: Slam or Wrap.
Slam.
+5 to hit, 5 ft
Hit: 10 (2d6 + 3) bludgeoning.
Wrap.
+5 to hit
Hit: The target is grappled (escape DC 13). Until the grapple ends, the target is restrained, and the Towel can use Suffocating Wrap.
Spin-Dry Whirlwind (Recharge 5–6).
The Towel spins violently, creating a 10-ft radius vortex.
Creatures must make a DC 13 Dex save or take 12 (3d6 + 2) bludgeoning and be knocked prone
Bonus Action Name. Enter the description for how bonus actions work for your monster here.
Slam.
+5 to hit, 5 ft
Hit: 10 (2d6 + 3) bludgeoning.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Mythic Action Name. Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
A dirt-stained towel drags itself across the floor, rising and twisting into the shape of a hunched humanoid made entirely of cloth. Mildew stains form grim patterns across its surface, and its edges fray like open mouths silently screaming.
When it moves, it flaps unnaturally, as though blown by a wind no one else can feel. A sour, moist smell radiates from it—enough to water your eyes.
It lunges with impossible flexibility, wrapping around victims with cold, suffocating force.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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