Cloaker

D&D 5.5e · large aberration, chaotic neutral

Challenge 8 (3900 XP)

STR
17 (+3)
DEX
15 (+2)
CON
12 (+1)
INT
13 (+1)
WIS
14 (+2)
CHA
7 (-2)

Defense

Armor Class 14 (natural armor)
Hit Points 91 (14d10+14)
Speed 10 ft., fly 40 ft.

Proficiencies & Senses

Skills Stealth +5
Languages Deep Speech, Undercommon
Darkvision 120 ft.
Passive Perception 12

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.