Scarlet Wolf (Patreon)
Content
Wondrous item, legendary (requires attunement)
Crimson cloth that emanates an aura of malice palpable to all that gaze upon it. While attuned to this cloak you have advantage on attacks against beast and fey creatures.
Big Eyes and Ears. While attuned to this hood your senses are sharpened beyond their normal limits. You have advantage on Wisdom (Perception) checks that rely on hearing and sight.
Huff and Puff. As an action you can summon a mighty windstorm in a 40-foot cone. Each creature in that area must make a Strength saving throw. The DC is equal to DC 8 + your constitution modifier + your proficiency modifier. On a failed save the creature takes 3d6 bludgeoning damage and is pushed back 20 feet, or takes half as much damage and not moved on a successful save. Objects and structures in the area that are not made of metal or stone take double damage from this property.
You can use this property a number of times equal to your proficiency bonus before finishing a long rest.
Big Bad Wolf. As a bonus action, you can give yourself to the bestial entity residing within this cloak, adopting the monstrous aspects of the Big Bad Wolf for 1 hour. For the duration you gain the following benefits:
Your speed increases by 10 feet.
Your Strength score increases by 2 and can exceed 20, but not 30.
The DC for the Huff and Puff property is raised by 2 and the damage is increased to 5d6.
Your unarmed strikes deal an additional 2d6 slashing damage and are considered magical for the purposes of overcoming immunities and resistances.
Once you use this property, it cannot be used again until you finish a long rest.
Curse. If you are reduced to 0 hit points while the Big Bad Wolf property is active, you must make a DC 20 Wisdom saving throw. On a failed save, you are not knocked unconscious as the malevolent energy of this hood instead turns you feral. While feral, you must use your action each round to attack the creature nearest you with your unarmed strikes. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the nearest creature after killing your current target. If you have multiple possible targets, you attack one at random.
While feral, you still make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. You remain feral until the Big Bad Wolf property ends, until you are killed, or until you are targeted by the Greater Restoration spell or similar magic. Afterwards, the Big Bad Wolf property ends and you return to your regular state.
Across all the tales in all the lands, one name strikes fear into the hearts of all. With blackened fur and sharpened tooth the Wolf tears its way through man and beast alike. With great and terrible effort it was finally slain, and it seemed only right that the reward of its hide go to she who was first wronged; the girl draped in red who had lost her family to the monster. However, the spirit of the beast lingers still, waiting to emerge and begin its tale of terror anew.