A cloak of dark brown and violet hued leather, with visible veins beneath skin if exposed to direct sunlight. During a great battle with the Scorpion God, Quest's Aberrant Cloak was awakened by Daymond's strange magics and his own determination to save his friends.
Once per day as a bonus action or a reaction to falling, you may awaken this item for 1 hour. Awakened, it becomes a creature. If worn, it is considered to be grappling the creature wearing it.
The cloak takes its turn directly before yours. It responds to verbal commands, no action required. If reduced to 0 hit-points, the cloak becomes inert and cannot be awoken again until 7 days have passed.
|Quest's Aberrant Cloak (medium aberration, chaotic neutral)|
|HP: 50||AC: 15||Speed: 0 ft.||Fly: 60 ft.||Blindsight: 60 ft.|
| Equipment: Quest's Aberrant Cloak can occupy another creature's
space regardless of size restrictions that would otherwise apply.
| Blind: As an action, the cloak can inflict the blindness condition
on a creature it has grappled. This condition ends if the creature
becomes ungrappled. Alternatively, unless the creature is restrained,
it can use an action to end the blinded condition.
Smother: As an action, the cloak can inflict the restrained condition
on a creature it has grappled. This condition ends if the creature is