Enchanted Cloak

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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.