No hero yet
Set a level on the left and strike the seal to forge your first character.
Set a level on the left and strike the seal to forge your first character.
Pick a threat tier on the left and strike the seal to summon your first monster.
Set a level and hoard size on the left, then strike the seal to crack it open.
Set your party's details on the left, then strike the seal to spring the trap.
Set the size, wealth and type on the left, then strike the seal to raise a settlement.
CR 8 (3,900 XP), Large aberration, Chaotic Neutral
Skills Stealth +5
Senses darkvision 60 ft., passive Perception 11
Languages Deep Speech, Undercommon
Damage Transfer. While attached to a creature, the cloaker takes only half of any damage dealt to it (rounded down), and the creature it’s attached to takes the other half.
False Appearance. While it stays still with its underside hidden, the cloaker looks exactly like a dark leather cloak.
Light Sensitivity. In bright light, the cloaker has disadvantage on attack rolls and on 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 had advantage on the attack, it wraps the target’s head, leaving the target blinded and unable to breathe while attached. While attached, the cloaker can bite only that target and has advantage on the roll. It can let go by spending 5 feet of movement; any creature, including the target, can use its action to pull it off with 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 that can hear the moan and isn’t an aberration must succeed on a DC 13 Wisdom saving throw or be frightened until the end of the cloaker’s next turn. A creature that succeeds is immune to this cloaker’s moan for 24 hours.
Phantasms (Recharges after a Short or Long Rest). If it isn’t in bright light, the cloaker magically conjures three illusory copies of itself that move with it and constantly swap places, making the real one impossible to track. The copies vanish in bright light. When a creature targets the cloaker with an attack or harmful spell while a copy remains, it randomly determines whether it targets the cloaker or a copy; creatures that don’t rely on sight are unaffected. A copy shares the cloaker’s AC and saving throws and is destroyed by any hit. The effect lasts 1 minute, as if concentrating on a spell.
How hard a fight? Against a party of four, a single cloaker is deadly at levels 1–4, hard at levels 5–6, medium at levels 7–8 and easy at levels 9–11, and barely a challenge from level 12. Add allies or more foes in the encounter generator.
Where you'll find it: the Underdark and dungeons.
Story hooks
Similar creatures: Aboleth, Death Slaad, Mind Flayer.
D&D 5e, 2014 rules. Includes material from the System Reference Document 5.1 by Wizards of the Coast LLC, available under the Creative Commons Attribution 4.0 License. Fantasy Portal is unofficial Fan Content, not approved or endorsed by Wizards.