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  1. Races

Cloaker Broodmoother

Aberration

Cloaker Broodmoother

Huge aberration, chaotic neutral


Armor Class 16 (natural armor)

Hit Points 152 (16d12 + 48)

Speed 10 ft., fly 60 ft.


Abilities Str 21 (+5), Dex 15 (+2), Con 16 (+3), Int 17 (+3), Wis 17 (+3), Cha 16 (+3)


Saving Throws Int +7, Wis +7

Skills Stealth +6

Senses darkvision 60 ft., passive Perception 13

Condition Immunities charmed, frightened

Languages Deep Speech, Undercommon

Challenge 11 (7,200 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.

Furtive. The cloaker can take the Hide action as a bonus action on each of its turns.

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 uses its moan. Then, the cloaker makes two attacks: one with its bite and one with its tail.

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 15 (3d6 + 5) piercing damage, and if the target is Huge 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 it 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 20 Strength check.

Tail. Melee Weapon Attack: +9 to hit, reach 15 ft., one creature. Hit: 12 (2d6 + 5) slashing damage.

Moan. Each creature within 90 feet of the cloaker that can hear its moan and that isn’t an aberration must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. If a creature’s saving throw is successful, the creature is immune to the cloaker’s moan for the next 24 hours. While a creature is frightened in this way, the cloaker can use its bonus action to continue its moan to affect a frightened creature with additional conditions. The condition the creature is affected by is determined by the number of rounds it has been subjected to the cloaker’s moan beyond the first:

  • Second Round. The cloaker forces a frightened creature to become poisoned until the cloaker stops moaning or the frightened effect ends for it.
  • Third Round. The creature becomes paralyzed as if affected by the hold monster spell until the cloaker stops moaning or the frightened effect ends for it.
  • Fourth Round. The creature is charmed by the cloaker as if affected by the dominate monster spell. This effect lasts for 24 hours and does not require the cloaker to maintain concentration or continue its moan.

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.