Cloaker Species in Other Realms | World Anvil

Cloaker

Cloakers earned their names for the resemblance they bear to dark leathery cloaks. Lurking in remote dungeons and caves, these stealthy predators wait to slay lone or injured prey stumbling through the darkness.   Camouflaged Lurkers Like a stingray, a cloaker's body is composed of cartilage and muscle. With its tail and fins unfurled, it flies through darkness and lurks among the shadows of caverns the same way a stingray glides through water and hides on the ocean floor. Parallel rows of round, black eyespots run along its back like buttons, and the ivory-colored claws on its cowl resemble bone clasps. When a cloaker unfurls and moves to attack, it reveals its pale underside and makes its true nature evident. Red eyes glow above rows of sharp teeth, and a long pendulous tail whips behind it.   Opportunistic Predators When hunting, cloakers glide through the shadows at a safe distance behind groups of other creatures traversing the Underdark. They follow parties of humanoids to prey on the wounded after a battle, or pursue herds of Underdark beasts, attacking the sick, the weak, or the straggling. Cloakers strike quickly and consume their meals as swiftly as possible, enveloping and devouring their victims. While it feeds, a cloaker uses its swift, whiplike tail for defense, although it rarely takes a stand against dangerous foes or groups of creatures. As an added defense, cloakers can create illusory duplicates of themselves.   Haunting Moan Cloakers' thoughts are alien to' other life-forms, and they communicate with one another through subsonic moans inaudible to most creatures. At higher intensities, a cloaker's haunting moan becomes audible, evoking sensations of doom and dread in creatures that hear it.   Cloaker Conclaves Cloakers prefer isolation, but they sometimes convene with other cloakers for defense or to exchange information about new dangers, suitable hunting grounds, or developments that might affect their habitats. When this convergence is complete, the cloakers separate again.  

Cloaker

Cloakers earned their names for the resemblance they bear to dark leathery cloaks. Lurking in remote dungeons and caves, these stealthy predators wait to slay lone or injured prey stumbling through the darkness.


Armor Class14 (natural armor)
Hit Points 12d10+12
Speed 10 ft.Fly 40 ft.
Strength17 (+3)
Dexterity15 (+2)
Constitution12 (+1)
Intelligence13 (+1)
Wisdom12 (+1)
Charisma14 (+2)
SkillsStealth +5
SensesDarkvision 60 ft.Passive Perception 11
LanguagesDeep SpeechUndercommon
Challenge8 (3,900 XP)
Special 1Damage TransferWhile attached to a creature,the cloaker takes only half the damage dealt with it (rounded down),
and that creature takes the other half
Special 2False AppearanceWhile the cloaker remains motionless without its underside exposed,it is indistinguishable from a dark leather cloak
Special 3Light SensitivityWhile in bright light, the cloaker has a disadvantage on attack rollsand Wisdom (Perception) checks that rely on sight
Action 1MultiattackThe Cloaker makes two attacks:one with its bite and one with its tail
Action 2BiteMelee Weapon Attack d20+6 to hit
Reach 5 ft., one creatureHit 2d6+3 piercing damage,and if the target is Large or smaller,the cloaker attaches to it.
If the cloaker has an advantage against the target,the cloaker attaches to the target's head,and the target is blindedand unable to breathe while the cloaker is attached.
While attached, the cloaker can make this attack onlyagainst the target and has an 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 cloakerby succeeding on a DC 16 Strength check
Action 3TailMelee Weapon Attack d20+6 to hit
Reach 10 ft., one creatureHit 1d8+3 slashing damage
Action 4MoanEach creature within 60 feet of the Cloakerthat can hear its moan and that isn't an aberration
must succeed on a DC 13 Wisdom saving throwor 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
Action 5Phantasms (Recharges after a Short or Long Rest)The cloaker magically creates three illusory duplicatesof 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 trackwhich 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 attackor 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 effectif 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 againstan effect that deals damage,the duplicate disappears

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