You wipe the sweat from your brow as the desert sun beats down mercilessly. In the distance, you spot Valcav sitting on a half-buried stone pillar. As you approach, you see him holding a snake and gazing into its eyes. “Snakes are fascinating creatures wouldn’t you agree?” He sets down the snake and it slithers under a nearby rock. “Some even believe intelligent snake-like creatures built one of the first civilizations”. He gestures to the desert weathered ruins around you. “Would you like to see some of the treasures of this lost race?”
These cloaks are used by worshipers of snake gods to lure others into their cults.
This long cloak is made from dark green overlapping scales and the clasp is a dulled fang.
Aura strong transmutation; Price 68,000 gp; Slot shoulders; CL 17th; Weight 1 lb.
An ecdysis cloak covers its wearer down to their feet. The scaly material is quite tough and grants the wearer a +2 natural armor bonus. The cloak also grants the wearer a +2 resistance bonus on saving throws against poison.
An ecdysis cloak can also turn back the sands of time. Once per year, the wearer can wrap themselves in the cloak. They must remain enveloped for 1 hour in order for the effect to take hold. After the wearer emerges, they leave behind a layer of skin and are have reverted to their previous age category. Any physical ability score penalties from aging are removed, but mental ability score bonuses are kept. The wearer cannot gain the mental ability score bonuses multiple time through aging. The cloak does not allow the wearer to reduce their age below the adult age category.
Wondrous item, legendary (requires attunement)
This cloak of dark green scales shields you from harm. You gain a +2 bonus to your AC and have resistance against poison damage as long as you wear it. The cloak also allows you to shed years as snakes shed their skin. To activate this power you wrap yourself in the cloak and meditate for 1 hour. Once you remove the cloak, you remove a layer of your skin as well. After shedding your skin, you regain your young adult body but keep all of your accumulated memories and experiences. You can only activate this restorative power once per, but by using the cloak multiple times can greatly extend your lifespan.
Some shapeshifters revel in the delicate balance between different forms. These headbands capture that midpoint.
This amber colored circlet depicts a snake devouring its own tail.
As soon as a wearer puts on a serpentine circlet their face begins to transform. Their eyes become vertical slits and their nose flattens. The wear’s tongue becomes forked and they gain the scent special ability. By flicking their tongue in and out quickly they can identify the direction of a specific scent as a swift action rather than a move action. The wearer also sprouts fangs which gives them a bite attack that deals 1d6 points of damage. If the bite is used as part of a full-attack action it is considered a secondary attack.
The circlet also provides the wearer with a monstrous appetite to match their new appearance. Once per day they can attempt to swallow a creature into their magically enlarged stomach. The wearer can only swallow a single creature that is at least one size category smaller than them. As a full-round action, the wearer makes a single bite attack against a creature and then must succeed on two consecutive grapple checks. Succeeding on only one grapple check deals bite damage to the creature and gives you both the grappled condition. By succeeding on both the wearer can pull the creature into their stomach.
A swallowed creature must make a DC 16 Fortitude save every round they are inside the wearer’s stomach or become sickened. A swallowed creature can attempt to cut its way out using a slashing or piercing weapon to deal 25 points of damage to the wearer’s stomach. Damage reduction applies and stomach’s armor class is equal to the wearer’s flat-footed AC. As a full-round action, the wearer can choose to vomit up a swallowed creature.
Wondrous item, rare
When you wear this circlet, your face takes on a more snake-like appearance. Your eyes become reptilian and your nostrils become slits. Additionally, you gain a forked tongue which gives you advantage on Wisdom (Perception) checks that rely on smell. The circlet also gives you fangs which you can use to make bite attacks that deal 1d6 points of piercing damage.
Once per day you can magically widen your mouth in order to try to swallow an enemy. You use your action to bite your enemy and then your bonus action and reaction to try and pull them in. After damaging them with your bite attack you must make two consecutive Strength checks. If you succeed on only one strength check you deal your bite damage to your enemy and give them the grappled condition. If you succeed on both, you pull your enemy into your magically enlarged stomach. While swallowed they must make a DC 16 Constitution saving throw every round or gain the poisoned condition. They can escape from your stomach by dealing at least 25 points of damage to your inside in a single turn. You can also choose to vomit them up in an adjacent square.
These weapons are made in imitation of dangerous desert snakes.
This hollow headed mace makes noise with even the smallest amount of movement
Three times per day the wielder can shake the mace vigorously causing an eerie rattling sound to emanate from the weapon. All creatures within 20 feet must make a DC 12 Will save or become shaken for 1d4+1 rounds. If a creature is already shaken, the wielder can extend this condition by shaking it again. This ability has no effect on creatures that are frightened or panicked or if they are deafened.
Weapon (mace), uncommon
The head of this mace is hollow but you can hear small beads rattling around inside it. The mace weighs only 2 lbs. and has the light weapon property. You can play the mace like a percussion instrument which gives you advantage on Charisma (Performance) checks. Three times per day you can shake the mace menacingly and spread fear to anyone who can hear it. All creatures within 20 feet must make DC 12 Wisdom saving throw. On a failure, they gain the frightened condition for 1d4+1 rounds. By shaking the mace again it is possible to keep creatures frightened. Creatures with the deafened condition are immune to this ability.