Cloaker
Size
Large
Monster Race
Aberation
Alignment
Chaotic neutral
Armor Class
14 (natural Armor)
Hit Points
78 (12d10 + 12)
Speed
2m, fly 8m
Attributes
STR
17 (+3)
DEX
15 (+2)
CON
12 (+1)
INT
13 (+1)
WIS
12 (+1)
CHA
14 (+2)
Features
Skills
Stealth +5
Senses
Darkvision 12m, passive Perception 11
Languages
Deep Speech, Undercommon
Challenge
8 (3,900 XP)
Abilities
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.
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 1m, 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 1m 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 2m, one creature. Hit: (1d8 + 3) slashing damage.
Moan
Each creature within 12m 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.
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.