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Cloaker


CLOAKER

Cloakers are very intelligent creatures that dwelt underground and resembled large flying manta rays when active. At rest, they look like a black cloak - hence their name.

Size = Large
Type = Aberration
Alignment = Chaotic neutral
Challenge rating = 8
Movement = Flying
Vision = Darkvision
Diet = Carnivore
Language(s) = Deep Speech, Undercommon
Favoured terrain = Underground
Average wingspan = 8 feet (2.4 meters)
Average weight = 100 lb (45,000 g)
Skin colour(s) = Black
Distinctions = Shadow shift, subsonic moan


DESCRIPTION
Cloakers are fiendish horrors, related to trappers, that dwell in dark places far beneath the surface of Esau. They generally seek to kill those who enter their lairs, unless they can think up some other, more amusing way to punish interlopers.

When a cloaker is first seen, it is almost impossible to distinguish this monster from a common black cloak. The monster’s back has two rows of black eye spots running down it that look much like buttons, and the two ivory-colored claws on its upper edge can easily be mistaken for bone clasps.

When it unfurls itself and moves to attack, however, its true nature becomes all too obvious. At this point, its white underside is clear and the monster’s face is fully visible. This face, with the glow of its two piercing, red eyes and the needle-like fangs that line its mouth, is a truly horrible sight. At this point, the monster also uncurls the whip-like tail at its trailing edge and begins to swish it back and forth in anticipation.

COMBAT
When a cloaker strikes at its victim, it moves with blinding speed. Without warning, the cloaker flies at its target and, if the attack roll is successful, engulfs its prey within its folds. Any creature that falls victim to this attack is all but helpless and can be bitten easily.

While it is devouring its chosen victim, the cloaker uses its two whip-like tail attacks on those who move in to help rescue the captive. The tail is AC 19 and can be cut off if a total of 16 points of damage are inflicted upon it.

HABITAT / SOCIETY
The thought processes of cloakers are utterly alien to most other life forms. As such, they can only be communicated with by mages who have devoted long hours to training their minds in the arcane discipline necessary to understand these creatures.

SUB-SPECIES
Cloaker lord = a larger and more powerful species that have the innate power to dominate normal cloakers.

Snow cloaker = a species of white-skinned cloakers that are endemic to the glacial lakes. Their bodies are adapted to the severe cold of the region and their population is notably small.


Basic Information

Biological Traits


Large aberration, chaotic neutral
Armour Class = 14 (Natural Armour)
Hit Points 78 (12d10+12)
Speed 10 ft., fly 40 ft.
Proficiency Bonus +5

STR = 17 (+3)
DEX = 15 (+2)
CON = 12 (+1)
INT = 13 (+1)
WIS = 12 (+1)
CHA = 14 (+2)

Skills = Stealth +5
Senses: Darkvision 60 ft., passive Perception 11

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. Area effect spells cause full damage to both the monster and its victim.

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: (2d6 + 3) piercing damage. 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: (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.
The cloaker can a special subsonic moan of increasing intensities, this power is blocked by stone or other dense materials, but it can be very effective in an open chamber. Cloakers may not moan and bite during the same round. A cloaker may emit one of four types of moan each round.
1) Range 80 feet, DC 13 wisdom saving throw or target suffer the nauseated (or poisoned) condition. If the targets listen the moan for more than 6 consecutive rounds then it suffers the incapacitated condition.
2) Range 30 feet, DC 13 Wisdom saving throw or target suffers the frigthened condition.
3) Range 30 feet cone, DC 13 saving throw or target suffers the exhausted condition.
4) Range 30 feet (one target only), DC 13 saving throw or target suffers the paralyzed condition.
* A greater restoration spell remove immediately the effect of the moan.
* A lesser restoration spell remove the effect of the moan for 1 round.

Phantasms
(Recharges after a Short or Long Rest).
The cloaker magically creates three (suggested 1d4 + 2 as mirror image spell) 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.

Shadow Shifting
(recharges 5-6).
The cloaker obscures its opponents’ vision, thus increasing its Armor Class to 19 - by producing images from the shadows that can be used to trick its adversaries. This power is interrupted if the cloaker is hit by an attack. A light spell cast directly at a specific cloaker blinds it and prevents it from using its shadow shifting powers.



~ FIGURINES I OWN


Geographic Distribution

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