Rug of Smothering
Large Construct, unaligned
450 XP
Special Abilities
Antimagic Susceptibility
The rug is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the rug must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
Damage Transfer
While it is grappling a creature, the rug takes only half the damage dealt to it, and the creature grappled by the rug takes the other half.
False Appearance
While the rug remains motionless, it is indistinguishable from a normal rug.
Actions
Smother
Melee Weapon Attack: +5 to hit, reach 5 ft., one Medium or smaller creature. Hit: The creature is grappled (escape DC 13). Until this grapple ends, the target is restrained, blinded, and at risk of suffocating, and the rug can't smother another target. In addition, at the start of each of the target's turns, the target takes 10 (2d6 + 3) bludgeoning damage.
Quick Reference
Running This Encounter
The Rug of Smothering is a deceptively dangerous trap-monster that rewards creative thinking and clever tactics. Its low AC makes it easy to hit, but its grappling mechanics and suffocation threat create tension and force players to think tactically rather than simply dealing damage. The horror of being slowly suffocated by an inanimate object makes this encounter memorable. Consider combining it with other constructs or placing it in a confined space to maximize its threat level.
Combat Tactics
The Rug lies dormant until a creature enters its space, then immediately attempts to smother its target by grappling and restraining them. It prioritizes keeping one creature grappled and restrained, slowly suffocating them over 1 minute, making rescue of companions the party's primary objective. The Rug cannot move while grappling but is nearly impossible to persuade or reason with—it is pure, mindless hunger.
Environment & Setting
This encounter works best in treasure chambers, grand halls, or wizard towers where expensive rugs might realistically be found. Confined spaces like narrow corridors or rooms with limited movement options amplify the threat; wide-open areas allow allies to easily reach and assist grappled companions.