Antimagic Susceptibility. The cloak is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the cloak must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
False Appearance. While the cloak remains motionless, it is indistinguishable from a normal cloak.
Multiattack. The cloak makes two hem whip attacks.
Strangle. The cloak attempts to strangle one medium humanoid, fey, fiend, beast or celestial within 5 feet. The target must make a dc16 dexterity saving throw or become grappled by the cloak. The cloak has disadvantage on attack rolls against creatures that it is grappling. The cloak can only grapple one creature in this way at a time. A creature requiring air that is grappled by the cloak takes 2d6 damage at the start of its turn due to air loss. If the cloak drops to 0 hit points, becomes incapacitated, or if it willingly releases the creature, the creature is no longer grappled. Alternatively, a creature can try to wrestle the cloak off of the target. To do so, the creature must succeed on a dc16 strength saving throw. on a success, the cloak is wrenched off of the creature. On a fail, the cloak's grasp tightens, dealing 1d6 extra damage per round. This damage stacks.
Hem whip. Melee Weapon Attack: +3 to hit, reach 5 ft., 1 target. Hit: 5 (1d4 + 3) slashing damage.
Description
This magically animated Cloak is usually used to guard tombs or other important historical sites.
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