Enchanted Cloak
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 Cloak 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. | |||||