Enchanted Cloak: Difference between revisions

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(Created page with "[Back to creatures] __NOTOC__ Info {| class="creature" |+ ! colspan="6" | === Name === |- | colspan="6" |''Monster Level:'' |- | colspan="6" |''Size. Type'' |- !'''STR''' !DEX !END !AWR !INT !CHA |- !0 !0 !0 !0 !0 !0 |- | !Ref: 10 !Fort: 10 !Ant: 10 !Log: 10 !Will: 10 |- | colspan="6" | |- | colspan="3" | | colspan="3" |'''Resist''' Info |- | colspan="3" |'''Armor Rating''' 10 | colspan="3" |'''Vulnerable''' Info |- | colspan="3" |'''Hit Points'...")
 
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Info
Mages and other casters often experiment with enchanting various otherwise inanimate items to do their bidding. Whether enchanting [[armor]] to fight for itself or enchanting a cape to help a creature fly, it takes a caster of great skill to enchant an item repeatedly for months on end in [[order]] to make the enchantment permanent.


{| class="creature"
{| class="creature"
|+
|+
! colspan="6" |
! colspan="6" |
=== Name ===
=== Enchanted Cloak ===
|-
|-
| colspan="6" |''Monster Level:''
| colspan="6" |''Monster Level: 4''
|-
|-
| colspan="6" |''Size. Type''
| colspan="6" |''Medium. Constructed ([[Arcane]])''
|-
|-
!'''STR'''
!STR
!DEX
!DEX
!END
!END
Line 22: Line 22:
|-
|-
!0
!0
!3
!0
!0
!0
!3
!0
!-2
!0
!2
!0
|-
|-
|
|
!Ref: 10
!Ref: 13
!Fort: 10
!Fort: 10
!Ant: 10
!Ant: 13
!Log: 10
!Log: 8
!Will: 10
!Will: 12
|-
|-
| colspan="6" |
| colspan="6" |
|-
|-
| colspan="3" |
| colspan="3" |'''Armor Rating''' 13
| colspan="3" |'''Resist''' Info
| colspan="3" |'''DR''' 1/Magical [[Weapons]]
|-
|-
| colspan="3" |'''[[Armor]] Rating''' 10
| colspan="3" |'''Hit Points''' 20
| colspan="3" |'''Vulnerable''' Info
| colspan="3" |'''Immune''' Psychic, Toxic, Necrotic, Nonmagical Blunt
|-
|-
| colspan="3" |'''Hit Points''' 10
| colspan="3" |'''Speed''' 30 ft (Hover)
| colspan="3" |'''Immune''' Info
| colspan="3" |'''Senses''' Blindsense 30 ft
|-
|-
| colspan="3" |'''Speed''' 30ft
| colspan="3" |
| colspan="3" |'''Senses''' Info
| colspan="3" |'''Traits''' Immutable, Unerring Mind
|-
| colspan="3" |'''[[Skills]]''' Info
| colspan="3" |'''Traits''' Info
|-
|-
! colspan="6" |Features
! colspan="6" |Features
|-
|-
| colspan="6" |'''Feature.''' Info
| colspan="6" |'''Arcane Servitude.''' Enchanted Objects have no will of their own and must obey the simple commands of their master.
'''Mundane Appearance.''' While motionless, the Armor is indistinguishable from a Nonmagical cloak.
 
'''Transfer [[Damage]].''' When it has Grappled a creature, any time the Cloak would take damage, it takes ½ damage and the creature it is Grappling takes the other half.
|-
|-
! colspan="6" |[[Actions]]
! colspan="6" |[[Actions]]
|-
|-
| colspan="6" |
| colspan="6" |
==== ''The MONSTER can take FOUR of the following actions, or take the same action '''four times.''''' ====
==== ''The Cloak can take '''TWO''' of the following actions, or take the same action '''twice.''''' ====
|-
| colspan="6" |'''Feature.''' Info
|-
| colspan="6" |
==== '''''OR''' the MONSTER can take '''TWO''' of the following actions, or take the same action '''twice...''''' ====
|-
| colspan="6" |'''Feature.''' Info
|-
| colspan="6" |
==== '''''...AND''' take '''ONE''' of the following actions.''====
|-
| colspan="6" |'''Feature.''' Info
|-
|-
| colspan="6" |
| colspan="6" |'''Move.''' The Cloak can move up to its speed.
==== ''OR the MONSTER can take TWO of the following actions, or take the same action twice.''====
'''Whip.''' ''Reach 5 ft, Natural Weapon''. +3 vs AR. '''Hit:''' 4 (1d8) sharp.
|-
'''Smother.''' ''Reach 5 ft, Natural Weapon''. +3 vs REF. '''Hit:''' The target gains the Blinded, Suffocating, and Grappled (escape DC 13) condition. The Enchanted Cloak may only Smother one creature at a time. When the creature breaks the Grapple, Blinded and Suffocating end as well.
| colspan="6" |'''Feature.''' Info
|-
! colspan="6" |Reactions
|-
| colspan="6" |'''Feature.''' Info
|}
|}
=== Features ===
'''Features.''' Info
=== Actions ===
'''Features.''' Info
=== Reactions ===
'''Features.''' Info

Revision as of 06:32, 2 April 2024

[Back to creatures]


Mages and other casters often experiment with enchanting various otherwise inanimate items to do their bidding. Whether enchanting armor to fight for itself or enchanting a cape to help a creature fly, it takes a caster of great skill to enchant an item repeatedly for months on end in order to make the enchantment permanent.

Enchanted Cloak

Monster Level: 4
Medium. Constructed (Arcane)
STR DEX END AWR INT CHA
0 3 0 3 -2 2
Ref: 13 Fort: 10 Ant: 13 Log: 8 Will: 12
Armor Rating 13 DR 1/Magical Weapons
Hit Points 20 Immune Psychic, Toxic, Necrotic, Nonmagical Blunt
Speed 30 ft (Hover) Senses Blindsense 30 ft
Traits Immutable, Unerring Mind
Features
Arcane Servitude. Enchanted Objects have no will of their own and must obey the simple commands of their master.

Mundane Appearance. While motionless, the Armor is indistinguishable from a Nonmagical cloak.

Transfer Damage. When it has Grappled a creature, any time the Cloak would take damage, it takes ½ damage and the creature it is Grappling takes the other half.

Actions

The Cloak can take TWO of the following actions, or take the same action twice.

Move. The Cloak can move up to its speed.

Whip. Reach 5 ft, Natural Weapon. +3 vs AR. Hit: 4 (1d8) sharp. Smother. Reach 5 ft, Natural Weapon. +3 vs REF. Hit: The target gains the Blinded, Suffocating, and Grappled (escape DC 13) condition. The Enchanted Cloak may only Smother one creature at a time. When the creature breaks the Grapple, Blinded and Suffocating end as well.