16 (natural armor)
10 (4d4)
10 ft., fly 40 ft.
Dex +4
poison, psychic
blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned
-
2
The hat is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the hat must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
While it is grappling a creature, the hat takes only half the damage dealt to it, and the creature grappled by the hat takes the other half.
While the hat remains motionless, it is indistinguishable from a normal wizard's hat.
Melee Weapon Attack: +4 to hit, reach 5 fit., one target. Hit: 1 piercing damage, and the hat grapples a Medium or smaller humanoid's head. The target must make a successful DC 13 Wisdom saving throw or do the bidding of the hat each turn. At the end of each turn, the creature can attempt to make this save again. It takes a successful DC 13 Strength check by the creature or an ally to pull it off.