Traits
Damage Transfer: While attached to a creature and then the cloaker takes half the damage only dealt to it (rounded down). Also that creature will take the other half.
False Appearance: Whenever the cloaker monster remains motionless without its underside exposed and also it is indistinguishable from the dark leather cloak.
Light Sensitivity: While in the bright light and also the cloaker has the disadvantage on the attack rolls and the wisdom (Perception) checks that rely on the sight.
Actions
Multiattack: This cloaker monster 5e makes two attacks such as one with its bite and another one with its tail.
Bite: Melee weapon attack: +6 to hit, reach 5 ft., one creature. Hit: 10 (2d6+3) piercing damage and sometimes if the target is large or smaller and also the cloaker attaches to it. How ever if the cloaker has an advantage against the target and also the cloaker attaches to the target’s head, the target is blinded, unable to breathe at the time of the cloaker has been attached. While it attached, the cloaker can make this attack which is only against to the target and also has an advantage on the attack roll. Actually, the cloaker can detach itself by spending the 5 feet of its movement. Basically, a creature including the target, can take its action for detaching the cloaker by succeeding on a DC 16 Strength Check.
Tail: Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 7 (1d8 + 3) slashing damage.
Moan: Each and every creature within the 60 feet of the cloaker which can hear its moan and also that isn’t an aberration must be succeed on a DC 13 Wisdom saving throw or else become frightened until the end of the cloaker’s next turn. Suppose, if the creature saving throw is successful then the creature is immune for the cloaker’s moan for the next 24 hours.
Phantasms (Recharges after a Short or Long Rest): Suppose, if the cloaker doesn’t be in the bright light then this monster magically creates the three illusory duplicates of itself. These duplicates can move with it and mimic its action, shifting position so as to make it impossible to track which cloaker monster is the real one. The duplicates will be disappeared whenever the cloaker has ever been in an area of the bright light.
But whenever any creature targets the cloaker with an attack or a hramful spell whenever the duplicate remains and also that creature rolls randomly for determining whether it targets the cloaker or else one of the duplicates. Actually, a creature have been unaffected by this magical effect if it can not see or if it relies on the senses other than the sight.
Basically, a duplicate has the cloaker’s AC and also uses its saving throws. For an instance, if an attack hits a duplicate, or else if a duplicate fails a saving throw against an effect which deals the damage and the duplicate do disappears.
Cloaker Monster 5e Attributes
AC |
14 (Natural Armor)
|
Alignment |
Chaotic Neutral
|
CHA | 14 |
CON | 12 |
Challenge Rating
|
8 |
DEX | 15 |
HP |
78 (12d10+12)
|
INT | 13 |
Languages |
Deep Speech, Undercommon
|
Passive Perception
|
11 |
Roll 0
|
Bite 1d20 + 6 2d6+3
|
Roll 1
|
Tail 1d20 + 6 1d8+3
|
STR
|
17 |
Senses
|
Darkvision 60 Ft.
|
Size
|
Large |
Skills
|
Stealth +5
|
Speed
|
10 ft., fly 40 ft.
|
Type
|
aberration
|
WIS
|
12 |
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