Cloak, Quicksand

Aura faint transmutation; CL 5th; Slot shoulders; Price 15,000 gp; Weight 4 lbs.


The exterior of the cloak is an extradimensional space filled with water and sand. Each time a creature of the wearer’s size or smaller attempts to grapple the wearer, it must succeed at a DC 15 Reflex save or fail at the attempt and be engulfed by quicksand. Every round it’s trapped in the extradimensional space, the trapped creature must make a Swim check (DC 15) to climb out, landing prone adjacent to the wearer. Crawling out doesn’t provoke an attack of opportunity from the wearer, but does provoke from others. A creature that fails its Swim check by 5 or more submerges and begins to drown. A creature that succeeds at the initial save grapples the wearer normally, and doesn’t need to save again unless the wearer escapes and the creature tries to grapple the wearer again.

A quicksand cloak left on the ground behaves as a patch of quicksand filling one 5-foot square, and swimming out works the same. Others may use aid another to help a creature trapped in the cloak, as though the creature were grappled.

A quicksand cloak of any size can contain only one creature at a time; a creature attempting to grapple the wearer while the cloak already contains a body is not affected by the cloak.


Feats Craft Wondrous Item; Spells create water, shifting sand; Cost 7,500 gp

Section 15: Copyright Notice

Pathfinder Module: Tears at Bitter Manor © 2014, Paizo Publishing, LLC; Authors: Pedro Coelho, Christopher Dudley, Guy Fox, Sam Harris, Landon Hatfield, Steven Helt, Nick Herold, Shawn Kowalke, Marc?André Patenaude, and Guy Russell.

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