Shapechanger. Cappy can use its action to polymorph into any hat or back into its true, top-hat ghost-form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
False Appearance. While Cappy remains motionless, it is indistinguishable from an ordinary hat.
Possess (Recharge 3-6). Cappy throws itself onto a targets head and attempts to take control of it. the target must make a DC 19 wisdom saving throw or be possessed. while target is possessed, Cappy controls its movements, actions and reactions. cappy can only possess one creature at a time, and if it leaves a target's head it no longer possesses that target.
Slam. ranged weapon attack +& to hit, range 20/100 ft, 1 target. Hit: 5 (d6+2) bludgeoning damage, and the targets hat is knocked off if it has one, otherwise the Cappy can use its Posses ability if possible.
escape. when a target Cappy is possessing dies, cappy may use its reaction to flee the body. it can move up to 80 ft in any direction, and can flee around corners.
Heal. when Cappy takes damage, it can use its reaction to regain 1d10 hit points. this reaction can be used at the same time as the escape action.
Description
Cappy is a small hatlike creature that is said to possibly be a ghost(of course, noone knows exactly). fond of taking advantage of heroes, it uses them for purposes sometimes good or bad.
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