Trenchcoater
While attached to a creature, the trenchcoater takes only half the damage dealt to it (rounded down), and that creature takes the other half.
While the trenchcoater remains motionless without its underside exposed, it is indistinguishable from a dark leather trench coat.
While in bright light, the trenchcoater has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
Each creature within 60 feet of the tenchcoater that can hear its moan and that isn’t an aberration must succeed on a DC 13 Wisdom saving throw or become frightened until the end of the trenchcoater’s next turn. If a creature’s saving throw is successful, the creature is immune to the trenchcoater’s moan for the next 24 hours.
The cloaker magically creates three illusory duplicates of itself if it isn’t in bright light. The duplicates move with it and mimic its actions, shifting position so as to make it impossible to track which cloaker is the real one. If the cloaker is ever in an area of bright light, the duplicates disappear.
Whenever any creature targets the cloaker with an attack or a harmful spell while a duplicate remains, that creature rolls randomly to determine whether it targets the cloaker or one of the duplicates. A creature is unaffected by this magical effect if it can’t see or if it relies on senses other than sight.
A duplicate has the cloaker’s AC and uses its saving throws. If an attack hits a duplicate, or if a duplicate fails a saving throw against an effect that deals damage, the duplicate disappears.
Trenchcoater
Not yet described
Duplication and Templates
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