Cloaker
Large aberration, chaotic neutral
Armor Class 14 (natural armor)
Hit Points 78 (12d10 + 12)
Speed 10 ft., fly 40 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
17 (+3) | 15 (+2) | 12 (+1) | 13 (+1) | 12 (+1) | 14 (+2) |
Skills Stealth +5
Senses darkvision 60 ft., passive Perception 11
Languages Deep Speech, Undercommon
Challenge 8 (3,900 XP)
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
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 (Recharges after a Short or Long Rest).
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.