The very fabric of this hooded cowl is woven by the twisted magicks of the Dark Fey of the Domain of Dread. Baron Chaïme d'Mal coerced its construction to engage in a final battle to defeat the Dark Lord Azalin Rex. In that battle, the Baron together with his son, Rouen, and the archmage, Malruk the Mad, united forces to destroy King Azalin's physical body allowing the trio to leave Darkon through a momentary rift in the demiplane and begin their lives anew unclouded by the Dark Powers...so the story goes.
The Cowl of the Far Realms Night consists of an oversized hood that obscures the face of the wearer within magical shadows, and a black scarf to envelope the neck. It confers the following abilities to its attuned wearer:
- Hidden face (Fey magic DC 25)
- Immunity to Fear
- Advantage against Charms and Enchantment magicks
- Resistance to Necrotic and Psychic damage
Once per day, the wearer of the Cowl of the Far Realms Night may project a Psionic Blast.
- All creatures within a 30ft cone must make an Intelligence Saving Throw vs DC equal to the attuned's Intelligence or take 2d8 psychic damage and be stunned for 10 rounds.
- Stunned victims may make a new Saving Throw at the end of every round to end the stunned effect.
- Psionic Blast ability may only be recharged by consuming the brain of an intelligent creature (Intelligence of 3 or better).
The attuned user is imbued with the essence of the dark fey and is likewise affected by Ysgardian Cold Iron.
- Vunerability to damage caused by Ysgardian Cold Iron.
Attunement and Unattunement forces the user to make an Intelligence Saving Throw vs their own Intelligence DC or suffer the effects of a psionic blast.
Notes: Immunity: Frightened, Resistance: Necrotic, Resistance: Psychic, Advantage: Wisdom Saving Throws, Ranged Weapon Attack: Psychic, Intelligence Check against DC equal to the Intelligence of the potential user, Buff, Combat
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