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 guttersnipe raggamoffyn?
Guttersnipes are most prevalent around settlements of dwarves, gnomes, and halflings. They form from worn-out and discarded adventuring and construction gear.
A guttersnipe appears as a whirling mound of frayed rope, worn leather pieces, strings, belts, and swatches of cloth. Within this mass of material is a core made of small gems, bits of glass, and glitter.
Raggamoffyn, Guttersnipe
Medium construct, neutral
Armor Class 18 (natural armor)
Hit Points 60 (8d8 + 24)
Speed 20 ft., fly 20 ft.
Abilities Str 13 (+1), Dex 13 (+1), Con 17 (+3), Int 10 (+0), Wis 16 (+3), Cha 17 (+3)
Damage Immunities poison
Condition Immunities blinded, paralyzed, petrified, poisoned
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 13
Languages understands Common but can’t speak
Challenge 3 (700 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 pile of leather and rope scraps.
Actions
Multiattack. The raggamoffyn makes three slam attacks. It can use Glitterdust in place of one of its slam attacks.
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) bludgeoning damage. Instead of dealing damage, the raggamoffyn can grapple the creature (escape DC 14). Until this grapple ends, the creature is restrained and the raggamoffyn can’t use its slam 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.
Glitterdust (1/day). The raggamoffyn selects a point it can see within 30 feet of it. All creatures and objects in a 10-foot radius sphere centered on that point are covered in golden sparkling dust. Invisible creatures are outlined by the dust and all creatures covered in the dust have disadvantage on their Dexterity (Stealth) checks. In addition, each creature coated in the dust must succeed on a DC 13 Constitution saving throw or become blinded while the dust remains. The dust can’t be removed except by a dispel magic spell or similar magic and continues to sparkle for 1 minute at which time it disappears.
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