Type | Cape/Cloak |
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Rarity | Rare |
Attunement | Yes |
Creator | Nickolas |
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) | |||||
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HP: 50 | AC: 15 | Speed: 0 ft. | Fly: 60 ft. | Blindsight: 60 ft. | |
STR | DEX | CON | INT | WIS | CHA |
18 | 14 | 10 | 3 | 10 | 3 |
ABILITIES | |||||
Equipment: Quest's Aberrant Cloak can occupy another creature's space regardless of size restrictions that would otherwise apply. |
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ACTIONS | |||||
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 ungrappled. |