Antimagic Susceptibility. The headwear is incapacitated
while in the area of an antimagic field. If targeted
by dispel magic, the headwear must succeed on a
Constitution saving throw against the caster’s spell save
DC or fall unconscious for 1 minute.
False Appearance. While the headwear remains
motionless and isn’t flying, it is indistinguishable from a
normal hat.
Speech Siphon. While being worn by a creature that can speak at least one language, the headwear gains the ability to speak all languages known by its wearer.
Smother. Melee Weapon Attack: +1 to hit, reach 5
ft., one Medium or smaller creature. Hit: The creature
is grappled (escape DC 11). Until this grapple ends, the
target is blinded and at risk of suffocating, and the hat
can’t smother another target. In addition, at the start
of each of the target’s turns, the target takes 2 (1d4)
bludgeoning damage.
Description
Taking the form of hats, masks, or other headdress, these tiny
constructs are a common companion to eccentric wizards or
deviant druids. They have been known to fetch a high price in
magic pawn shops, because their personalities slowly adapt to
suit their wearers.
Allies of the Studious. Most often, these hats and masks are
happiest when worn during rituals, incantations, or long hours
of research. Some of the older, well kept items even continue
reciting spells after their masters are silenced.
Mental Connection. Animated headwear has the strange
ability to psychically connect to its wearer, and “siphon” their
power of speech. Because of this, some have been used when
studying languages
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