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 tatterdemanimal raggamoffyn?
Tatterdemanimals are the least powerful of the raggamoffyns. They often lurk around rubbish mounds and other places where refuse is heaped.
A tatterdemanimal appears as a swirling heap of small, dirty tattered rags and other scraps of cloth.
Small construct, chaotic neutral
Armor Class 16 (natural armor)
Hit Points 7 (2d6)
Speed 40 ft., fly 40 ft.
Abilities Str 10 (+0), Dex 21 (+5), Con 11 (+0), Int 10 (+0), Wis 19 (+4), Cha 15 (+2)
Damage Immunities bludgeoning, poison
Condition Immunities paralyzed, petrified, poisoned, prone
Senses darkvision 60 ft, passive Perception 14
Languages understands Common but can’t speak
Challenge 1/4 (50 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 fabric scraps.
Slam. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 2 (1d4) bludgeoning damage. Instead of dealing damage, the raggamoffyn can grapple the creature (escape DC 10). Until this grapple ends, the creature is restrained and the raggamoffyn 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 12 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 Control Host for 24 hours after succeeding on the saving throw or after the control ends.
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Thumbnail art by CarbonMade.