Raggamoffyns are mysterious constructs composed of animated scraps and bits of cloth, metal, or other refuse from civilized societies, particularly those where magic is common. Raggamoffyns tend to cluster together, operating as much in secret as possible, taking control of selected hosts to further their agendas.
Unlike other constructs, a raggamoffyn is not the result of any deliberate act of creation. Rather, it is formed when leftover magical energy interacts with inanimate objects. The exact process is not well understood, but it always results in one of four types of raggamoffyn: tatterdemanimal, common, guttersnipe, and shrapnyl. A raggamoffyn appears as an animated, ragtag assortment of odds and ends, roughly humanoid in shape.
What is a common raggamoffyn?
Scholars theorize that common raggamoffyns form from enchanted gloves, robes, hats, and other magic clothing that was lost or discarded by its owners. They are usually found near cemeteries and places where magical battles have recently transpired.
A common raggamoffyn looks like a suit of mismatched clothing with no wearer. The clothing appears to be in good repair, and it would probably be usable if it could be separated from the construct.
Medium construct, neutral
Armor Class 13 (natural armor)
Hit Points 18 (4d8)
Speed 30 ft., fly 30 ft.
Abilities Str 14 (+2), Dex 15 (+2), Con 11 (+0), Int 10 (+0), Wis 15 (+2), Cha 17 (+3)
Damage Immunities poison
Condition Immunities paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 12
Languages understands Common but can’t speak
Challenge 1 (100 XP)
Antimagic Susceptibility. The raggamoffyn is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the raggamoffyn must succeed on a Constitution saving throw against the caster’s spell save DC or fall unconscious for 1 minute.
Damage Transfer. While grappling or controlling a creature, the raggamoffyn takes only half the damage dealt to it (rounded down), and that creature takes the other half.
False Appearance. While the raggamoffyn remains motionless, it is indistinguishable from a normal suit of clothing.
Multiattack. The raggamoffyn makes two slam attacks.
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) bludgeoning damage. Instead of dealing damage, the raggamoffyn can grapple the creature (escape DC 14). Until this grapple ends, the creature is restrained, can’t breathe, and the creature takes (1d4 + 2) 4 bludgeoning damage at the start of each of the raggamoffyn’s turns and the raggamofyn can’t use its slam attack on another target.
Control Host. The raggamoffyn attempts to take control of a creature it is grappling. The creature must succeed on a DC 13 Charisma saving throw or the target is incapacitated and loses control of its body. The raggamoffyn now controls the body but doesn’t deprive the target of awareness. The raggamoffyn retains its Intelligence, Wisdom, and Charisma. It otherwise uses the host’s statistics but doesn’t gain access to the target’s knowledge, class features, or proficiencies. The control lasts until the body drops to 0 hit points, the raggamoffyn ends it as a bonus action, or the raggamoffyn is forced out by an effect like the dispel magic spell. When the control ends, the raggamoffyn reappears in an unoccupied space within 5 feet of the body. The target is immune to this raggamoffyn’s Possession for 24 hours after succeeding on the saving throw or after the control ends.
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