Cloaker
D&D 5.5e · large aberration, chaotic neutral
Defense
Proficiencies & Senses
Traits
Light Sensitivity
While in Bright Light, the cloaker has Disadvantage on attack rolls.
Actions
Multiattack
The cloaker makes one Attach attack and two Tail attacks.
Attach
Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 13 (3d6+3) piercing damage. If the target is Large or smaller, the cloaker attaches to it. While attached, the target has the Blinded condition, and the cloaker can't make Attach attacks against other targets. In addition, the cloaker halves the damage it takes (round down), and the target takes the same amount of damage. The cloaker can detach itself by spending 5 feet of movement. The target or a creature within 5 feet of it can take an action to try to detach the cloaker, doing so by succeeding on a DC 13 Strength (Athletics) check.
Tail
Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 13 (2d10+3) slashing damage.
Moan
The cloaker emits a moan in a 60-foot emanation. Each creature in that area must succeed on a DC 13 Wisdom saving throw or have the Frightened condition until the end of the cloaker's next turn. On a successful save, the creature is immune to this cloaker's Moan for the next 24 hours.
Phantasms (Bonus Action)
The cloaker casts the Mirror Image spell, requiring no spell components and using Wisdom as the spellcasting ability. The spell ends early if the cloaker starts or ends its turn in Bright Light.
Reference Text
A cloaker is an aberration that dwells in the Underdark, resembling a dark cloak with a tail and a maw. It can attach to prey, moan to frighten, and create illusory duplicates.