Cloaker

Cloaker

Large aberration
Challenge

STR
3
DEX
2
CON
1
INT
1
WIS
1
CHA
2

78
12d10+12
16
Soak
1
Fort
+2
Ref
+3
Will
+2
Defense note natural armor

Speed 2 m., fly 8 m.
Skills Stealth +4 (15)
Senses darkvision 10 m.
Languages Aklo, Undercommon

Damage Transfer. While it is grappling a creature, the cloaker takes only half the damage dealt to it, and the creature grappled by the cloaker takes the other half.

False Appearance. While the cloaker remains motionless, it is indistinguishable from an ordinary dark leather cloak.

Light Sensitivity. While in bright light, the cloaker has disadvantage on attacks, as well as on Perception checks that rely on sight.

Maneuvers. The cloaker uses maneuvers (maneuver save Difficulty 14). It has 15 stamina dice which are d8s, a dice limit of 3, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice when it finishes a short rest. It knows the following maneuvers:

1 stamina die: ambush, dive attack, fearsome beast (as a moan), grievous wound, spring attack, stalking shadow

Actions (2)

Bite (1/turn). Melee Weapon Attack: +5 to hit. Hit: 10 (2d6 + 3) piercing damage and 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 it has advantage on the attack. The cloaker can detach itself by spending 1 meter of its movement. A creature, including the target, can use an action to detach the cloaker by succeeding on a Difficulty 14 Brawn check.

Tail (1/turn). Melee Weapon Attack: +5 to hit, reach 2 m., one target not attached to the cloaker. Hit: 7 (1d8 + 3) slashing damage.

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 Defense 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.

Underdarksrd

Maneuvers

As an action, you can use Stealth without using an action. Additionally, before the end of your next turn, you can add the stamina die to an attack’s damage (add half on a miss by 4 or less) if you have advantage on the attack, or if the creature is within 1 meter of an enemy of the creature that isn’t incapacitated and you don’t have disadvantage on the attack.

Enhance

You can increase the damage for each additional stamina die expended.

As an action while flying, you can use the Dash action. If you move at least 3 meters in a straight line angled downwards toward a creature, you can make an Attack action with a melee weapon attack against it.

On a hit, add the stamina die to the attack’s damage and you don’t provoke opportunity attacks when you fly out of the creature’s reach.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.

1 minute/stamina die

As an action, you roar, rear up, flex your wings, or do another similar movement that frightens creatures. Each creature of your choice that is not a construct or an undead in a sphere around you must succeed on a Will saving throw or become frightened of you for the duration or until you are incapacitated.

While frightened by this maneuver, a creature must move at least half its speed away from you by the safest available route at the start of each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can can repeat the saving throw, ending the effect on itself on a success.

As an action, make a weapon attack to leave a twisted wound that can’t be healed so easily.

On a hit, add the stamina die to the attack’s damage and the creature must succeed on a Fortitude saving throw or its maximum health is reduced by the stamina die result for 1 hour. Any effect that removes a condition allows a creature’s maximum health to return to normal before that time passes.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can use the Dash action. If you move at least 3 meters straight toward a creature, you can make a melee weapon attack against it.

On a hit, add the stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.

As a reaction, which you use when an enemy within 5 meters moves away from you, you can move up to half your speed toward the creature’s position. This movement doesn’t provoke opportunity attacks.