Ability Scores
Core attributes and their modifiers.
Overview
Movement
Senses
Saving Throws
Skills
Languages
Deep Speech, Undercommon
Resistances & Immunities
Traits
Aquatic
The shroud ray can only breathe underwater.
False Appearance
When motionless, the ray is indistinguishable from a patch of sand.
Light Sensitivity
The cloaker has disadvantage on attack rolls and Perception checks while in bright light.
Actions
Bite
+7 to hit, reach 5 ft (1.5 m). Hit: 2d6+4 piercing damage.
Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) piercing damage and the target is grappled (escape DC 15). If the cloaker has advantage against the target the cloaker attaches to the targets head and the target is blinded and suffocating. Until this grapple ends the cloaker automatically hits the grappled creature with this attack. When the cloaker is dealt damage while grappling it takes half the damage (rounded down) and the other half is dealt to the grappled target. The cloaker can have only one creature grappled at once.
Moan
Each non-aberration creature within 60 feet that can hear its moan makes a DC 13 Wisdom saving throw. On a failure it is frightened until the end of the cloakers next turn. When a creature succeeds on this saving throw it becomes immune to the cloakers moan for 24 hours.
Phantasms
The cloaker magically creates flickering illusions of itself in its space. Attacks on it have disadvantage. This effect ends after 1 minute when the cloaker enters an area of bright light or when it successfully grapples a creature.
Tail
+7 to hit, reach 10 ft (3 m). Hit: 1d6+4 plus 1d6 poison damage.
Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 7 (1d6 + 4) slashing damage plus 3 (1d6) poison damage and the creature makes a DC 13 Constitution saving throw. On a failure it is poisoned until the end of the cloakers next turn.
Reactions
Angry Moan
When the cloaker takes damage, it uses Moan.
Reactive Tail
When hit or missed with a melee attack, the cloaker makes a tail attack against the attacker.
About Shroud Ray
Shroud Ray is a large aberration with a Challenge Rating of 8. It has a chaotic evil alignment.
In combat, this creature maintains an Armor Class of 13 and possesses 97 hit points (derived from 13d10+26).
Shroud Ray has communication capabilities including Deep Speech, Undercommon. This allows it to interact verbally with various creatures and characters.
GM Tips: Using Shroud Ray
1 tips available
GM Tips: Using Shroud Ray
When using Shroud Ray in your D&D 5e campaign, consider these tactical approaches:
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Aquatic Combat: This creature can swim at 50 ft. It has advantage in water environments. Consider fighting on land or using water-based spells against it.
Player Guide: Facing Shroud Ray
1 strategies available
Player Guide: Facing Shroud Ray
When your party encounters this creature, keep these strategies in mind:
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Aquatic Combat Defense: This creature can swim at 50 ft! It has advantage in water. Fight on land if possible. Use 'Control Water' or drain water sources to limit its mobility.
Encounter Building Calculator
Encounter Building Calculator
Standard Party Encounter (4-5 characters):
This creature is a medium encounter for a party of 4 characters of level 8.
Solo Encounter:
A single character of level 11 (up to level 20) can face this creature in a medium to hard encounter.
Experience Point Thresholds:
- Medium: 7,200 XP
- Hard: 10,800 XP
- Deadly: 14,400 XP
Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.
Frequently Asked Questions
Frequently Asked Questions
- What is the challenge rating of Shroud Ray?
- Shroud Ray has a Challenge Rating of 8, making it appropriate for parties of level 8.0.
- What type of creature is Shroud Ray?
- Shroud Ray is a Large Aberration, which affects how certain spells and abilities interact with it.
- What languages does Shroud Ray speak?
- Shroud Ray can communicate in Deep Speech, Undercommon.
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Related D&D 5e Content
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