Cloaker

- Size: Large
- Type: Aberration
- Alignment: Chaotic Neutral
- AC: 14
- Initiative: +5 (15)
- HP: 91 (14d10 + 14)
- Speed: 10 ft, Fly 40 ft .
| ATTR | VAL | MOD | SAVE |
|---|---|---|---|
| STR | 17 | +3 | +3 |
| Dex | 15 | +2 | +2 |
| Con | 12 | +1 | +1 |
| INT | 13 | +1 | +1 |
| Wis | 14 | +2 | +2 |
| CHA | 7 | -2 | -2 |
- Skills: Stealth +5
- Immunities: Frightened
- Senses: Darkvision 120 ft.; Passive Perception 12
- Languages: Deep Speech, Undercommon
- CR: 8 (XP 3,900; PB +3 )
Traits
Light Sensitivity. While in Bright Light, the cloaker has Disadvantage on attack rolls.
Actions
Multiattack. The cloaker makes one Attach attack and two Tail attacks.
Attach. Melee Attack Roll: +6, reach 5 ft. Hit: 13 (3d6 + 3) Piercing damage. If the target is a Large or smaller creature, the cloaker attaches to it. While the cloaker is attached, the target has the Blinded condition, and the cloaker can't make Attach attacks against other targets. In addition, the cloaker halves the damage it takes (round down), and the target takes the same amount of damage.
The cloaker can detach itself by spending 5 feet of movement. The target or a creature within 5 feet of it can take an action to try to detach the cloaker, doing so by succeeding on a DC 14 Strength (Athletics) check.
Tail. Melee Attack Roll: +6, reach 10 ft. Hit: 8 (1d10 + 3) Slashing damage.
Bonus Actions
Moan. Wisdom Saving Throw: DC 13, each creature in a 60 -foot Emanation originating from the cloaker. Failure: The target has the Frightened condition until the end of the cloaker's next turn. Success: The target is immune to this cloaker's Moan for the next 24 hours.
Phantasms (Recharge after a Short or Long Rest). The cloaker casts the Mirror Image spell, requiring no spell components and using Wisdom as the spellcasting ability. The spell ends early if the cloaker starts or ends its turn in Bright Light.
Lore & Background
Cloakers are bizarre aberrations that resemble flying manta rays with the unsettling ability to mimic clothing and fabric. These predators lurk in underground areas, dungeons, and ruins, using their natural camouflage to ambush unsuspecting victims. Their alien intelligence and cruel cunning make them far more dangerous than their appearance might suggest, as they delight in psychological warfare as much as physical violence.
These creatures are believed to originate from the Far Realm or other alien dimensions, brought to the material plane through dimensional rifts or summoned by mad wizards seeking exotic guardians. Cloakers possess a twisted sense of humor and enjoy playing elaborate pranks on their victims before killing them, often mimicking valuable cloaks, tapestries, or other fabric items to lure greedy adventurers into their grasp.
Cloakers are solitary hunters that establish territories in dark, enclosed spaces where their light sensitivity won't be a hindrance. They are patient predators who study their prey carefully, learning their habits and fears before striking. Their ability to create phantasmal duplicates and emit subsonic moans makes them masters of psychological manipulation, often driving their victims to panic before moving in for the kill.
Combat Tactics
Cloakers excel at ambush tactics and psychological warfare, using their stealth and mimicry abilities to get close to prey before revealing their true nature. They prefer to attack from concealment, using their attach ability to blind and slowly drain a single target while using their tail attacks and moan ability to control other enemies. Their phantasms create confusion and make it difficult for opponents to target the real cloaker.
The creature's attach ability is particularly dangerous, as it not only blinds the victim but also allows the cloaker to share damage, effectively using the attached creature as a shield. Once attached, the cloaker becomes much harder to dislodge and can slowly drain its victim while remaining protected. Against multiple opponents, cloakers use their mobility and illusions to separate enemies and pick them off one by one.
Cloakers are intelligent enough to retreat when facing superior opposition, using their knowledge of their territory to escape through hidden passages or by blending in with actual fabric items. They avoid bright light whenever possible, as it significantly hampers their combat effectiveness and makes them easier to spot and target.
Encounter Ideas
The Living Cloak: A cloaker disguises itself as a valuable cloak in a treasure hoard, waiting for someone to try to wear it before revealing its true nature and attacking.
The Underground Terror: Cloakers hunt in ancient ruins, natural caverns, or abandoned underground complexes, using their knowledge of the terrain to stage elaborate ambushes.
The Collector's Prize: A cloaker has learned to mimic specific valuable tapestries or clothing items, allowing it to infiltrate noble houses or merchant establishments.
The Pack Hunter: Multiple cloakers coordinate their illusions and attacks for devastating group ambushes, creating a nightmare scenario of shifting shadows and false images.
Environmental Effects
Shadowy Concealment: Areas where cloakers hunt often feature numerous alcoves, hanging fabrics, and shadowy corners that could conceal the creatures.
Disturbing Echoes: The cloaker's subsonic moans create unsettling acoustic effects throughout their territory, causing unease and paranoia in visitors.
False Treasures: Cloakers often position themselves among actual valuable items, making it difficult to distinguish between real treasure and potential threats.
Psychological Pressure: The constant possibility of ambush creates an atmosphere of tension and fear that affects even experienced adventurers.
Treasure
Mimicked Items: Objects the cloaker has learned to imitate perfectly, often valuable cloaks, tapestries, or other fabric goods that can be sold or used.
Shadow Silk: The cloaker's hide can be crafted into items with natural camouflage properties, though working with the material requires specialized techniques.
Sonic Crystals: Crystallized sound from the creature's subsonic attacks, valuable for creating items related to sound manipulation or fear effects.
Victim's Possessions: Items taken from previous prey, including weapons, armor, jewelry, and magical items accumulated over the creature's hunting career.
Plot Hooks
The Haunted Museum: A cloaker has infiltrated a museum or private collection, posing as a display piece while slowly eliminating staff and visitors who get too close.
The Noble's Wardrobe: A cloaker has replaced a valuable garment in a noble's collection, waiting for the perfect moment to strike during an important social event.
The Dungeon Decorator: Cloakers have been deliberately placed in a dungeon by its creator to serve as both guardians and psychological torment for intruders.
The Fabric Merchant: A traveling merchant unknowingly carries a cloaker among their wares, spreading terror as the creature feeds on customers in different towns.