Greed Swarm

Medium Construct (Swarm), unaligned

Armor Class 13 (natural armor)

Hit Points 22 (4d8+4)

Speed fly +40, walk +0, hover true

Challenge 1/2

STR
6
-2
DEX
16
+3
CON
12
+1
INT
1
-5
WIS
9
-1
CHA
1
-5

Damage Vulnerabilities force

Damage Resistances bludgeoning, piercing, slashing

Damage Immunities poison

Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned

Senses blindsight 60 ft. (blind beyond this radius), passive Perception 9

Languages

Special Abilities

Antimagic Susceptibility. The swarm is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the swarm must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.

Deafening Clatter. A creature in the swarm's space is deafened.

False Appearance. While the greed swarm remains motionless, it is indistinguishable from a normal pile of coins and valuables.

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny object. Except for Gather, the swarm can't regain hit points or gain temporary hit points.

Actions

Coin Slam. Melee Weapon Attack: +5 to hit, reach 0 ft., one target in the greed swarm's space. Hit: 10 (4d4) bludgeoning damage, or 5 (2d4) bludgeoning damage if the swarm has half of its hit points or fewer.

Coin Barrage. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 7 (2d6) bludgeoning damage, or 3 (1d6) bludgeoning damage if the swarm has half of its hit points or fewer.

Gather (1/Day). The swarm magically gathers up to 100 gp worth of coins, gems, and other small, valuable objects within 60 feet of it, adding them to its mass. It regains 7 (2d6) hit points and has advantage on its next attack roll. A creature wearing or carrying such valuables must succeed on a DC 11 Dexterity saving throw or its valuables fly toward the swarm, joining the mass.

Source: Tome of Beasts 2 · OGL/Open