b'Apparmarole \n'b'  Medium   construct ,  unaligned  \n'b'  Armor Class  12 \n'b' Hit Points  14 (4d6) \n'b' Speed  0 ft., fly 40 ft. (hover)\n'b' STATS STR: 14 (+2) DEX:  15 (+2)  CON:  10 (+0)  INT:  8 (-1)  WIS:  4 (-3)  CHA:  2 (-4)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Damage Vulnerabilities fire \n'b' Damage Immunities  poison, psychic \n'b' Condition Immunities   blinded ,  charmed ,  deafened ,  exhaustion ,  frightened ,  paralyzed ,  petrified ,  poisoned  \n'b' Senses  blindsight 60 ft. (blind beyond this radius), Passive  Perception  7 \n'b' Languages  \xe2\x80\x93 \n'b' Challenge  1/2 (100 XP) \n'b' Proficiency Bonus  +2 \n'b' SPECIAL TRAITS \n'b'\n'b'  Antimagic Susceptibility . The apparmarole is  incapacitated  while in the area of  antimagic field . If targeted by  dispel magic , the apparmarole must succeed on a  Constitution  saving throw against the caster\xe2\x80\x99s spell save DC or fall  unconscious  for 1 minute. \n'b'  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. \n'b'  False Appearance . While the apparmarole remains motionless, it is indistinguishable from normal clothing. \n'b'\n'b' ACTIONS \n'b'\n'b'  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\xe2\x80\x99t constrict another target. In addition, at the start of the target\xe2\x80\x99s turns, the target takes 4 (1d4 + 2) bludgeoning damage if the target is not  charmed . \n'b'  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. \n'b'\n'b' ABOUT \n'b'  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 . \n'b'  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. \n'b'  Mine or No One Else\xe2\x80\x99s . The apparmarole can constrict any creature it grapples; a  slow  crushing death is the fate of any humanoid that resists the apparmarole\xe2\x80\x99s charm. \n'b'\n'b'  DC 10  Intelligence  ( History ) : Some foolish arcanist created a set of killer clothes, and now whole towns suffer. \n'b'  DC 15  Intelligence  ( Arcana ) : Apparmaroles can dominate victims to construct more apparmaroles: a self-replicating plague. \n'b'  DC 20  Intelligence  ( Arcana ) : As cloth constructs, apparmaroles are immune to poison and psychic damage but vulnerable to fire.'