The White Cloak
Wondrous Item, Legendary, Requires Attunement
Description: An elegant white cloak with a fur ruff, the white cloak is soft to the touch and extends to the feet of a medium-sized creature. It never needs cleaning and seems to be impervious to mud and dirt. The white cloak grants the following benefits once attuned:
Cold Resistance: The bearer gains resistance to cold damage and does not feel chilled no matter how cold the temperature.
Frozen Youth: Upon attunement, the bearer never seems to age. This is an illusion as the bearer still ages and feels the effects of aging.
Chill Curse: Anyone who touches the bearer’s skin takes 1d6 cold damage each round. The bearer gains the ability to deal 1d6 cold damage with unarmed strikes. However, the bearer cannot turn this power off. The victim will deal damage even if someone shakes their hand or gives them a kiss on the cheek. Once attuned, the bearer cannot take the cloak off unless they break the chill curse.
Breaking the curse: In order to break the curse and remove the cloak, the victim must remove the clasps of the cloak using the claw of a flame mantis or a red dragon.
Destroying the cloak: In order to destroy the white cloak, it must be tossed into the bowels of an active volcano. The cloak will immediately freeze the magma in the volcano and render it extinct.
Flame Mantis
Large Beast Unaligned
AC 15: Natural Armor
Hit Points: 65 (8d10+15)
Speed: 30 ft., climb 30 ft., fly 40 ft.
STR DEX CON INT WIS CHA
18(+4) 14 (+2) 17 (3) 5 (-3) 12 (+1) 5 (-3)
Skills: Perception +8, Stealth +8
Immunities: Fire
Weaknesses: Cold
Proficiency Bonus: +4
Senses: Darkvision 60 ft., Passive Perception: 18
Languages: None
CR: 5 (1800 XP)
Sudden Rush: The fire mantis has advantage on the first attack roll it makes in combat.
Actions:
Multiattack: The fire mantis makes two attacks: One claw and one firespit.
Claws: Melee Weapon Attack: +8 to hit, reach 10 ft., one target, hit: 11 (2d6 +4) slashing damage + 1d6 fire damage.
Firespit: Ranged Weapon Attack: +6 to hit, range 30 ft., one target, hit: 12 (4d6) fire damage and the target is on fire. A creature on fire takes 5 (1d10) fire damage at the beginning of their turn until someone douses the flames.
Reaction:
Flameshield: If a fire mantis is reduced to half its hit points, it erupts into flames. This increases the AC of the mantis to 17 and creates a fiery aura. Any creature that starts or ends their turn within 5 ft. of the mantis will take 10 (2d10) fire damage at the end of their turn.