Cloaker

Cloaker

Large aberration, chaotic neutral

8
Challenge Rating
3900 XP

Cloakers are mysterious and sinister creatures that resemble large, living cloaks. They are known for their dark, leathery skin and their ability to mimic the appearance of a tattered cloak when at rest. The Cloaker is a creature of the Underdark, often found lurking in caverns and tunnels.

The Cloaker possesses a unique ability called “cloaking,” which allows it to blend seamlessly into its surroundings, appearing as an ordinary cloak hanging from the ceiling or walls. When it senses prey nearby, it unfurls its wings and reveals its true form. It has a long tail that ends in a bony, hooked stinger, which it uses as a weapon.

Cloakers are known for their eerie and haunting cries, capable of instilling fear in those who hear them. They can also create a field of darkness around them, obscuring vision and making it difficult for opponents to see or target them.

Cloakers are intelligent creatures and possess a malevolent nature. They delight in causing fear and panic, often tormenting their victims before striking with their sharp teeth and stinger. Adventurers must be cautious when encountering a Cloaker, as its illusions and attacks can prove deadly if underestimated.

Special Abilities

Damage Transfer

While attached to a creature, the cloaker takes only half the damage dealt to it (rounded down). and that creature takes the other half.

False Appearance

While the cloaker remains motionless without its underside exposed, it is indistinguishable from a dark leather cloak.

Light Sensitivity

While in bright light, the cloaker has disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight.

Actions

  • Multiattack: The cloaker makes two attacks: one with its bite and one with its tail.
  • Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) piercing damage, and if the target is Large or smaller, the cloaker attaches to it. If the cloaker has advantage against the target, the cloaker attaches to the target’s head, and the target is blinded and unable to breathe while the cloaker is attached. While attached, the cloaker can make this attack only against the target and has advantage on the attack roll. The cloaker can detach itself by spending 5 feet of its movement. A creature, including the target, can take its action to detach the cloaker by succeeding on a DC 16 Strength check.
  • Tail: Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 7 (1d8 + 3) slashing damage.
  • Moan: Each creature within 60 feet of the cloaker that can hear its moan and that isn’t an aberration must succeed on a DC 13 Wisdom saving throw or become frightened until the end of the cloaker’s next turn. If a creature’s saving throw is successful, the creature is immune to the cloaker’s moan for the next 24 hours.
  • Phantasms: The cloaker magically creates three illusory duplicates of itself if it isn’t in bright light. The duplicates move with it and mimic its actions, shifting position so as to make it impossible to track which cloaker is the real one. If the cloaker is ever in an area of bright light, the duplicates disappear.
    Whenever any creature targets the cloaker with an attack or a harmful spell while a duplicate remains, that creature rolls randomly to determine whether it targets the cloaker or one of the duplicates. A creature is unaffected by this magical effect if it can’t see or if it relies on senses other than sight.
    A duplicate has the cloaker’s AC and uses its saving throws. If an attack hits a duplicate, or if a duplicate fails a saving throw against an effect that deals damage, the duplicate disappears.
Armor Class: 14 (natural armor)
Hit Points: 78 (12d10+12)
Speed: 10 ft. (walk), 40 ft. (fly)
str
17
+3
dex
15
+2
con
12
+1
int
13
+1
wis
12
+1
cha
14
+2
Proficiency Bonus: +3

Proficiencies

  • Skill: Stealth +5

Senses

  • Passive Perception: 11
  • Darkvision: 60′
Languages: Deep Speech, Undercommon
Environment: Underdark

Credits: SRD 5.1