Gelatinous Cube, CR 2;Large ooze, Loot Value 30, Loot Value 30;unaligned;6;Natural;63;6d10+30;15 ft;14;3;20;1;6;1;;;;;Blinded, charmed, deafened, exhaustion, frightened, prone;Blindsight 60 ft (Blind beyond this radius), Psv Per 8, Bluff DC 3, Bribe DC 7, 100 gp, Carry 420lbs.; --;CR 2 ;450;
;Pseudopod. Melee Weapon: +4 to hit, reach 5 ft.
Hit. 11 (3d6) acid damage.
Engulf. The cube moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a DC 12 DEX Save.
On a successful save, the creature can choose to be pushed 5 ft back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.
On a failed save, the cube enters the creature's space, and the creature takes 11 (3d6) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 21 (6d6) acid damage at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with it.
An engulfed creature can try to escape by taking an action
to make a DC 12 Athletics check. On a success, the creature escapes and enters a space of its choice within 5 ft of the cube.; ;
Ooze Cube. The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw.
Creatures inside the cube can be seen but have total cover. A creature within 5 ft of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 12 Athletics check, and the creature making the attempt takes 11 (3d6) acid damage
The cube can hold only one Large creature or up to four Medium or smaller creatures inside it at a time
Transparent. Even when the cube is in plain sight, it takes a successful DC 15 Perception check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube's space while unaware of the cube is surprised by the cube.
Gelatinous Cube, CR 7;Large ooze, Loot Value 30, Loot Value 300;unaligned;8;Natural;173;15d10+90;15 ft;14;3;22;1;6;1;;;;;Blinded, charmed, deafened, exhaustion, frightened, prone;Blindsight 120 ft (Blind beyond this radius), Psv Per 8, Bluff DC 3, Bribe DC 11, 1500 gp, Carry 420lbs.; --;CR 7 ;2900;
;2x Pseudopod Multiattack.
Pseudopod. Melee Weapon: +6 to hit, reach 5 ft.
Hit. 11 (3d6) acid damage.
Engulf. The cube moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a DC 14 DEX Save.
On a successful save, the creature can choose to be pushed 5 ft back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.
On a failed save, the cube enters the creature's space, and the creature takes 11 (3d6) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 21 (6d6) acid damage at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with it.
An engulfed creature can try to escape by taking an action
to make a DC 14 Athletics check. On a success, the creature escapes and enters a space of its choice within 5 ft of the cube.; ;
Ooze Cube. The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw.
Creatures inside the cube can be seen but have total cover. A creature within 10 ft of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 14 Athletics check, and the creature making the attempt takes 11 (3d6) acid damage
The cube can hold only one Large creature or up to four Medium or smaller creatures inside it at a time
Transparent. Even when the cube is in plain sight, it takes a successful DC 18 Perception check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube's space while unaware of the cube is surprised by the cube.
Froghemoth, CR 2;Huge Monstrosity, Loot Value 30;Unaligned;12;Natural;46;4d12+20;30 ft., Swim 30 ft.;17;13;20;2;12;5;CON +7, WIS +3, ;Stealth + 3, Perception + 5, ;Lightning, Fire;;;Darkvision, 30ft., Psv Per 15, Bluff DC 8, Bribe DC 12, 100 gp, Carry 1020lbs.;;CR 2 ;450;
;Tentacle. Melee Weapon: +5 to hit, reach 10 ft., one target.
Hit. 12 (2d8 + 3) bludgeoning damage, and the target is grappled (escape DC 11) if it is a Huge or smaller creature.
Until the grapple ends, the froghemoth can’t use this tentacle on another target. The froghemoth has four tentacles.
Bite. Melee Weapon: +5 to hit, reach 5 ft., one target.
Hit. 14 (2d10 + 3) piercing damage, and the target is swallowed if it is a Medium or smaller creature.
A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the froghemoth, and takes 7 (2d6) acid damage at the start of each of the froghemoth’s turns.
The froghemoth’s gullet can hold up to two creatures at a time. If the froghemoth takes 10 damage or more on a single turn from a creature inside it, the froghemoth must succeed on a DC 10 CON Save at the end of that turn or regurgitate all swallowed creatures, each of which falls prone in a space within 10 feet of the froghemoth.
If the froghemoth dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 10 feet of movement, exiting prone.
Tongue. The froghemoth targets one Medium or smaller creature that it can see within 10 feet of it. The target must make a DC 13 STR Save.
On a failed save, the target is pulled into an unoccupied space within 5 feet of the froghemoth, and the froghemoth can make a bite attack against it as a bonus action.
;;
Amphibious. The Froghemoth can breathe air and water.
Shock Susceptibility. If the Froghemoth takes lightning damage, it suffers several effects until the end of its next turn: its speed is halved, it takes a −2 penalty to AC and DEX Saves, it can’t use reactions or Multiattack, and on its turn, it can use either an action or a bonus action, not both.
Twigger Blight, CR 1/2;Medium plant, Loot Value 10;neutral evil;15;Natural;26;4d8+8;20 ft.;6;16;14;4;8;3;;Stealth + 5, ;;;Blinded, deafened;Blindsight 60ft. (Blind beyond this Radius), Psv Per 9, Bluff DC 5, Bribe DC 9, 50 gp, Carry 90lbs.; Understands Common but doesn't speak;CR 1/2;100;
;Vine Whip. Melee Weapon Attack: +5 to hit, Reach 15 ft.
Hit: 6 (1d4+3) piercing damage.
Target is grappled on hit, and must make a DC 12 STR Save or be pulled 10ft closer. ; ;
Damage Vulnerabilities. fire.
False Appearance. The blight resembles a dead shrub. While it remains motionless among vegetation, it can hide without being out of sight.
Froghemoth, CR 6;Huge Monstrosity, Loot Value 200;Unaligned;13;Natural;115;10d12+50;30 ft., Swim 30 ft.;19;13;20;2;12;5;CON +8, WIS +4, ;Stealth + 4, Perception + 7, ;Lightning;Fire;;Darkvision, 45ft., Psv Per 17, Bluff DC 8, Bribe DC 14, 750 gp, Carry 1140lbs.;;CR 6 ;2300;
;Tentacle. Melee Weapon: +7 to hit, reach 15 ft., one target.
Hit. 22 (4d8 + 4) bludgeoning damage, and the target is grappled (escape DC 13) if it is a Huge or smaller creature.
Until the grapple ends, the froghemoth can’t use this tentacle on another target. The froghemoth has four tentacles.
Bite. Melee Weapon: +7 to hit, reach 5 ft., one target.
Hit. 26 (4d10 + 4) piercing damage, and the target is swallowed if it is a Medium or smaller creature.
A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the froghemoth, and takes 14 (4d6) acid damage at the start of each of the froghemoth’s turns.
The froghemoth’s gullet can hold up to two creatures at a time. If the froghemoth takes 15 damage or more on a single turn from a creature inside it, the froghemoth must succeed on a DC 15 CON Save at the end of that turn or regurgitate all swallowed creatures, each of which falls prone in a space within 10 feet of the froghemoth.
If the froghemoth dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 10 feet of movement, exiting prone.
Tongue. The froghemoth targets one Medium or smaller creature that it can see within 15 feet of it. The target must make a DC 15 STR Save.
On a failed save, the target is pulled into an unoccupied space within 5 feet of the froghemoth, and the froghemoth can make a bite attack against it as a bonus action.
;;
Amphibious. The Froghemoth can breathe air and water.
Shock Susceptibility. If the Froghemoth takes lightning damage, it suffers several effects until the end of its next turn: its speed is halved, it takes a −2 penalty to AC and DEX Saves, it can’t use reactions or Multiattack, and on its turn, it can use either an action or a bonus action, not both.
Twigger Blight, CR 4;Medium plant, Loot Value 75;neutral evil;18;Natural;78;12d8+24;20 ft.;6;20;14;4;8;3;;Stealth + 8, ;;;Blinded, deafened;Blindsight 80ft. (Blind beyond this Radius), Psv Per 9, Bluff DC 5, Bribe DC 11, 300 gp, Carry 90lbs.; Understands Common but doesn't speak;CR 4 ;1100;
;2x Vine Whip Multiattack.
Vine Whip. Melee Weapon Attack: +8 to hit, Reach 20 ft.
Hit: 12 (2d6+5) piercing damage.
Target is grappled on hit, and must make a DC 13 STR Save or be pulled 10ft closer. ; ;
Damage Vulnerabilities. fire.
False Appearance. The blight resembles a dead shrub. While it remains motionless among vegetation, it can hide without being out of sight.
Animated Armor, CR 4;Medium Construct, Loot Value 75;unaligned;19;Natural;85;13d8+26;25 ft;18;11;15;1;3;1;;;;poison, psychic;Blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned;Blindsight 75ft. (Blind beyond this radius), Psv Per 6, Bluff DC 1, Bribe DC 7, 300 gp; ;CR 4 ;1100;
;3x Slam Multiattack.
Slam. Melee Weapon: +7 to hit, reach 5 ft.,
Hit. 8 (1d6+4) bludgeoning damage.
Greatsword +1. Melee Weapon Attack. +8 to hit, Reach 10ft.
Hit. 16 (1d6+5) Slashing Damage.; ;
Antimagic Susceptibility. The armor is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the armor must succeed on a CON Save against the caster's spell save DC or fall unconscious for 1 minute.
False Appearance. While the armor remains motionless, it is indistinguishable from a normal suit of armor.
Rug of Smothering, CR 5;Large construct, Loot Value 150;unaligned;13;Natural;78;12d10+12;10 ft.;21;14;12;1;3;1;;;;poison, psychic;Blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned;Blindsight 75ft. (Blind beyond this radius), Psv Per 6, Bluff DC 1, Bribe DC 7, 500 gp; ;CR 5 ;1800;
;Smother. Melee Weapon: +8 to hit, reach 5 ft., one Medium or smaller creature.
On Hit The creature is grappled (escape DC 25). Until this grapple ends, the target is Restrained, Blinded, and at risk of suffocating, and the rug can't smother another target. In addition, at the start of each of the target's turns, the target takes 16 (2d10+5) bludgeoning damage.
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.; ;
Antimagic Susceptibility. The rug is incapacitated while in the area of an antimagic field.If targeted by dispel magic, the rug must succeed on a CON Save against the caster's spell save DC or fall unconscious for 1 minute.
Damage Transfer. While it is grappling a creature, the rug takes only half the damage dealt to it, and the creature grappled by the rug takes the other half.
False Appearance. While the rug remains motionless, it is indistinguishable from a normal rug.
Flying Sword, CR 2;Small construct, Loot Value 30;unaligned;17;Natural;50;11d6+11;Hover 50 ft. ;14;15;13;1;5;1;DEX +4, ;;;Poison, Psychic;Blinded, Charmed, Deafened, Frightened, Paralyzed, Petrified, Poisoned;Blindsight 60ft. (Blind beyond this radius), Psv Per 7, Bluff DC 2, Bribe DC 6, 100 gp;-;CR 2 ;450;
;2x Longsword Multiattack.
Longsword. Melee Weapon: +4 to hit, reach 5 ft.,
Hit. 11 (2d8+2) slashing damage.;;
Antimagic Susceptibility. The rug is incapacitated while in the area of an antimagic field.If targeted by dispel magic, the rug must succeed on a CON Save against the caster's spell save DC or fall unconscious for 1 minute.
Damage Transfer. While it is grappling a creature, the rug takes only half the damage dealt to it, and the creature grappled by the rug takes the other half.
False Appearance. While the rug remains motionless, it is indistinguishable from a normal rug.
Parry. The Sword adds 4 to its AC against one melee attack that would hit it.
Gelatinous Cube, CR 2;Large ooze, Loot Value 30, Loot Value 30;unaligned;6;Natural;63;6d10+30;15 ft;14;3;20;1;6;1;;;;;Blinded, charmed, deafened, exhaustion, frightened, prone;Blindsight 60 ft (Blind beyond this radius), Psv Per 8, Bluff DC 3, Bribe DC 7, 100 gp, Carry 420lbs.; --;CR ;450;
;; ;Abilities:
Ooze Cube. The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw.
Creatures inside the cube can be seen but have total cover. A creature within 5 ft of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 12 Athletics check, and the creature making the attempt takes 11 (3d6) acid damage
The cube can hold only one Large creature or up to four Medium or smaller creatures inside it at a time
Transparent. Even when the cube is in plain sight, it takes a successful DC 15 Perception check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube's space while unaware of the cube is surprised by the cube.
Actions
Pseudopod. Melee Weapon: +4 to hit, reach 5 ft.
Hit. 11 (3d6) acid damage.
Engulf. The cube moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a DC 12 DEX Save.
On a successful save, the creature can choose to be pushed 5 ft back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.
On a failed save, the cube enters the creature's space, and the creature takes 11 (3d6) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 21 (6d6) acid damage at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with it.
An engulfed creature can try to escape by taking an action
to make a DC 12 Athletics check. On a success, the creature escapes and enters a space of its choice within 5 ft of the cube.
Gelatinous Cube, CR 7;Large ooze, Loot Value 30, Loot Value 300;unaligned;8;Natural;173;15d10+90;15 ft;14;3;22;1;6;1;;;;;Blinded, charmed, deafened, exhaustion, frightened, prone;Blindsight 120 ft (Blind beyond this radius), Psv Per 8, Bluff DC 3, Bribe DC 11, 1500 gp, Carry 420lbs.; --;CR ;2900;
;; ;Abilities:
Ooze Cube. The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw.
Creatures inside the cube can be seen but have total cover. A creature within 10 ft of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 14 Athletics check, and the creature making the attempt takes 11 (3d6) acid damage
The cube can hold only one Large creature or up to four Medium or smaller creatures inside it at a time
Transparent. Even when the cube is in plain sight, it takes a successful DC 18 Perception check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube's space while unaware of the cube is surprised by the cube.
Actions
2x Pseudopod Multiattack.
Pseudopod. Melee Weapon: +6 to hit, reach 5 ft.
Hit. 11 (3d6) acid damage.
Engulf. The cube moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a DC 14 DEX Save.
On a successful save, the creature can choose to be pushed 5 ft back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.
On a failed save, the cube enters the creature's space, and the creature takes 11 (3d6) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 21 (6d6) acid damage at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with it.
An engulfed creature can try to escape by taking an action
to make a DC 14 Athletics check. On a success, the creature escapes and enters a space of its choice within 5 ft of the cube.
Froghemoth, CR 2;Huge Monstrosity, Loot Value 30;Unaligned;12;Natural;46;4d12+20;30 ft., Swim 30 ft.;17;13;20;2;12;5;CON +7, WIS +3, ;Stealth + 3, Perception + 5, ;Lightning, Fire;;;Darkvision, 30ft., Psv Per 15, Bluff DC 8, Bribe DC 12, 100 gp, Carry 1020lbs.;;CR 0 ;450;
;;;Abilities:
Amphibious. The Froghemoth can breathe air and water.
Shock Susceptibility. If the Froghemoth takes lightning damage, it suffers several effects until the end of its next turn: its speed is halved, it takes a −2 penalty to AC and DEX Saves, it can’t use reactions or Multiattack, and on its turn, it can use either an action or a bonus action, not both.
Actions
Tentacle. Melee Weapon: +5 to hit, reach 10 ft., one target.
Hit. 12 (2d8 + 3) bludgeoning damage, and the target is grappled (escape DC 11) if it is a Huge or smaller creature.
Until the grapple ends, the froghemoth can’t use this tentacle on another target. The froghemoth has four tentacles.
Bite. Melee Weapon: +5 to hit, reach 5 ft., one target.
Hit. 14 (2d10 + 3) piercing damage, and the target is swallowed if it is a Medium or smaller creature.
A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the froghemoth, and takes 7 (2d6) acid damage at the start of each of the froghemoth’s turns.
The froghemoth’s gullet can hold up to two creatures at a time. If the froghemoth takes 10 damage or more on a single turn from a creature inside it, the froghemoth must succeed on a DC 10 CON Save at the end of that turn or regurgitate all swallowed creatures, each of which falls prone in a space within 10 feet of the froghemoth.
If the froghemoth dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 10 feet of movement, exiting prone.
Tongue. The froghemoth targets one Medium or smaller creature that it can see within 10 feet of it. The target must make a DC 13 STR Save.
On a failed save, the target is pulled into an unoccupied space within 5 feet of the froghemoth, and the froghemoth can make a bite attack against it as a bonus action.
Twigger Blight, CR 1/2;Medium plant, Loot Value 10;neutral evil;15;Natural;26;4d8+8;20 ft.;6;16;14;4;8;3;;Stealth + 5, ;;;Blinded, deafened;Blindsight 60ft. (Blind beyond this Radius), Psv Per 9, Bluff DC 5, Bribe DC 9, 50 gp, Carry 90lbs.; Understands Common but doesn't speak;CR 0 ;100;
;; ;Abilities:
Damage Vulnerabilities. fire.
False Appearance. The blight resembles a dead shrub. While it remains motionless among vegetation, it can hide without being out of sight.
Actions
Vine Whip. Melee Weapon Attack: +5 to hit, Reach 15 ft.
Hit: 6 (1d4+3) piercing damage.
Target is grappled on hit, and must make a DC 12 STR Save or be pulled 10ft closer.
Froghemoth, CR 6;Huge Monstrosity, Loot Value 200;Unaligned;13;Natural;115;10d12+50;30 ft., Swim 30 ft.;19;13;20;2;12;5;CON +8, WIS +4, ;Stealth + 4, Perception + 7, ;Lightning;Fire;;Darkvision, 45ft., Psv Per 17, Bluff DC 8, Bribe DC 14, 750 gp, Carry 1140lbs.;;CR 0 ;2300;
;;;Abilities:
Amphibious. The Froghemoth can breathe air and water.
Shock Susceptibility. If the Froghemoth takes lightning damage, it suffers several effects until the end of its next turn: its speed is halved, it takes a −2 penalty to AC and DEX Saves, it can’t use reactions or Multiattack, and on its turn, it can use either an action or a bonus action, not both.
Actions
Tentacle. Melee Weapon: +7 to hit, reach 15 ft., one target.
Hit. 22 (4d8 + 4) bludgeoning damage, and the target is grappled (escape DC 13) if it is a Huge or smaller creature.
Until the grapple ends, the froghemoth can’t use this tentacle on another target. The froghemoth has four tentacles.
Bite. Melee Weapon: +7 to hit, reach 5 ft., one target.
Hit. 26 (4d10 + 4) piercing damage, and the target is swallowed if it is a Medium or smaller creature.
A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the froghemoth, and takes 14 (4d6) acid damage at the start of each of the froghemoth’s turns.
The froghemoth’s gullet can hold up to two creatures at a time. If the froghemoth takes 15 damage or more on a single turn from a creature inside it, the froghemoth must succeed on a DC 15 CON Save at the end of that turn or regurgitate all swallowed creatures, each of which falls prone in a space within 10 feet of the froghemoth.
If the froghemoth dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 10 feet of movement, exiting prone.
Tongue. The froghemoth targets one Medium or smaller creature that it can see within 15 feet of it. The target must make a DC 15 STR Save.
On a failed save, the target is pulled into an unoccupied space within 5 feet of the froghemoth, and the froghemoth can make a bite attack against it as a bonus action.
Twigger Blight, CR 4;Medium plant, Loot Value 75;neutral evil;18;Natural;78;12d8+24;20 ft.;6;20;14;4;8;3;;Stealth + 8, ;;;Blinded, deafened;Blindsight 80ft. (Blind beyond this Radius), Psv Per 9, Bluff DC 5, Bribe DC 11, 300 gp, Carry 90lbs.; Understands Common but doesn't speak;CR 0 ;1100;
;; ;Abilities:
Damage Vulnerabilities. fire.
False Appearance. The blight resembles a dead shrub. While it remains motionless among vegetation, it can hide without being out of sight.
Actions
2x Vine Whip Multiattack.
Vine Whip. Melee Weapon Attack: +8 to hit, Reach 20 ft.
Hit: 12 (2d6+5) piercing damage.
Target is grappled on hit, and must make a DC 13 STR Save or be pulled 10ft closer.
Animated Armor, CR 4;Medium Construct, Loot Value 75;unaligned;19;Natural;85;13d8+26;25 ft;18;11;15;1;3;1;;;;poison, psychic;Blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned;Blindsight 75ft. (Blind beyond this radius), Psv Per 6, Bluff DC 1, Bribe DC 7, 300 gp; ;CR 0 ;1100;
;; ;Abilities:
Antimagic Susceptibility. The armor is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the armor must succeed on a CON Save against the caster's spell save DC or fall unconscious for 1 minute.
False Appearance. While the armor remains motionless, it is indistinguishable from a normal suit of armor.
Actions
3x Slam Multiattack.
Slam. Melee Weapon: +7 to hit, reach 5 ft.,
Hit. 8 (1d6+4) bludgeoning damage.
Greatsword +1. Melee Weapon Attack. +8 to hit, Reach 10ft.
Hit. 16 (1d6+5) Slashing Damage.
Rug of Smothering, CR 5;Large construct, Loot Value 150;unaligned;13;Natural;78;12d10+12;10 ft.;21;14;12;1;3;1;;;;poison, psychic;Blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned;Blindsight 75ft. (Blind beyond this radius), Psv Per 6, Bluff DC 1, Bribe DC 7, 500 gp; ;CR 0 ;1800;
;; ;Abilities:
Antimagic Susceptibility. The rug is incapacitated while in the area of an antimagic field.If targeted by dispel magic, the rug must succeed on a CON Save against the caster's spell save DC or fall unconscious for 1 minute.
Damage Transfer. While it is grappling a creature, the rug takes only half the damage dealt to it, and the creature grappled by the rug takes the other half.
False Appearance. While the rug remains motionless, it is indistinguishable from a normal rug.
Actions
Smother. Melee Weapon: +8 to hit, reach 5 ft., one Medium or smaller creature.
On Hit The creature is grappled (escape DC 25). Until this grapple ends, the target is Restrained, Blinded, and at risk of suffocating, and the rug can't smother another target. In addition, at the start of each of the target's turns, the target takes 16 (2d10+5) bludgeoning damage.
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.
Flying Sword, CR 2;Small construct, Loot Value 30;unaligned;17;Natural;50;11d6+11;Hover 50 ft. ;14;15;13;1;5;1;DEX +4, ;;;Poison, Psychic;Blinded, Charmed, Deafened, Frightened, Paralyzed, Petrified, Poisoned;Blindsight 60ft. (Blind beyond this radius), Psv Per 7, Bluff DC 2, Bribe DC 6, 100 gp;-;CR 0 ;450;
;;;Abilities:
Antimagic Susceptibility. The rug is incapacitated while in the area of an antimagic field.If targeted by dispel magic, the rug must succeed on a CON Save against the caster's spell save DC or fall unconscious for 1 minute.
Damage Transfer. While it is grappling a creature, the rug takes only half the damage dealt to it, and the creature grappled by the rug takes the other half.
False Appearance. While the rug remains motionless, it is indistinguishable from a normal rug.
Parry. The Sword adds 4 to its AC against one melee attack that would hit it.
Actions
2x Longsword Multiattack.
Longsword. Melee Weapon: +4 to hit, reach 5 ft.,
Hit. 11 (2d8+2) slashing damage.