Medium construct, unaligned

Armor Class 12
Hit Points 14 (4d6)
Speed 0 ft., fly 40 ft. (hover)

14 (+2) 15 (+2) 10 (+0) 8 (-1) 4 (-3) 2 (-4)

Damage Vulnerabilitiesfire
Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
Senses blindsight 60 ft. (blind beyond this radius), Passive Perception 7
Challenge 1/2 (100 XP)
Proficiency Bonus +2


  • 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’s spell save DC or fall unconscious for 1 minute.
  • 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.
  • False Appearance. While the apparmarole remains motionless, it is indistinguishable from normal clothing.


  • 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’t constrict another target. In addition, at the start of the target’s turns, the target takes 4 (1d4 + 2) bludgeoning damage if the target is not charmed.
  • 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.


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.

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.

Mine or No One Else’s. The apparmarole can constrict any creature it grapples; a slow crushing death is the fate of any humanoid that resists the apparmarole’s charm.

  • DC 10 Intelligence (History): Some foolish arcanist created a set of killer clothes, and now whole towns suffer.
  • DC 15 Intelligence (Arcana): Apparmaroles can dominate victims to construct more apparmaroles: a self-replicating plague.
  • DC 20 Intelligence (Arcana): As cloth constructs, apparmaroles are immune to poison and psychic damage but vulnerable to fire.
Section 15: Copyright Notice

Grim Hollow: The Monster Grimoire © 2021, Ghostfire Gaming Pty Ltd. Author: Shawn Merwin

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