
“They chased him through the streets of the city, laughing as he toppled over fruit carts and stumbled on the cobblestone. The guards slowed their gait as they followed the now crawling, cloaked man into a nearby alley. ‘Well, this has been fun,’ the guard captain sneered as he approached the man. ‘But the fun’s over.’ He stopped suddenly, as long blue horns appeared over the man’s head, and smoke began to billow out of his cowl. ‘Oh no, my friend,’ laughed the man as he stood up. ‘We’re just getting started.’”
While wearing this cowl, you become wrapped in a shroud of darkness, granting you advantage on Dexterity (Stealth) checks when in dim light or darkness.
You can use a bonus action when in dim light or darkness to teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness.
The cowl has 4 charges for the following properties. The cowl regains 1d4 charges daily at dusk.
Spells. While wearing this cowl, you can use an action to expend some of its charges to cast one of the following spells from it: blur (1 charge), darkness (1 charge), pass without trace (1 charge), or gaseous form (2 charges).
Summon The Shadows. While wearing this cowl, you can use an action to expend 2 charges to summon monstrous shadows from a space in dim light or darkness. Any creature in this space must succeed on a DC 18 Dexterity saving throw or take 3d8 bludgeoning damage and be restrained by the shadows until your next turn. A creature restrained by the shadows can use its action to make a DC 18 Strength or Dexterity check (its choice). On a success, it frees itself.