Ability Scores
Core attributes and their modifiers.
Overview
Movement
Senses
Saving Throws
Skills
Languages
Deep Speech, Undercommon
Traits
Light Sensitivity
While in Bright Light, the cloaker has Disadvantage on attack rolls.
Actions
Attach
+6 to hit, reach 5 ft (1.5 m). Hit: 3d6+3 piercing damage.
Melee Attack Roll: +6, reach 5 ft. 13 (3d6 + 3) Piercing damage. If the target is a Large or smaller creature, the cloaker attaches to it. While the cloaker is 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 14 Strength (Athletics) check.
Multiattack
The cloaker makes one Attach attack and two Tail attacks.
Tail
+6 to hit, reach 10 ft (3 m). Hit: 1d10+3 slashing damage.
Melee Attack Roll: +6, reach 10 ft. 8 (1d10 + 3) Slashing damage.
Bonus Actions
Moan
Wisdom Saving Throw: DC 13, each creature in a 60-foot Emanation originating from the cloaker. Failure: The target has the Frightened condition until the end of the cloaker's next turn. Success: The target is immune to this cloaker's Moan for the next 24 hours.
Phantasms (Recharge after a Short or Long Rest)
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.
About Cloaker
Cloaker is a large aberration with a Challenge Rating of 8. It has a chaotic neutral alignment.
In combat, this creature maintains an Armor Class of 14 and possesses 91 hit points (derived from 14d10 + 14).
Cloaker has communication capabilities including Deep Speech, Undercommon. This allows it to interact verbally with various creatures and characters.
GM Tips: Using Cloaker
1 tips available
GM Tips: Using Cloaker
When using Cloaker in your D&D 5e campaign, consider these tactical approaches:
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Flight Control Strategy: Target flying creatures with spells like 'Hold Person', 'Web', or 'Grease' to ground them. Without flight restriction, they can escape melee range easily. Consider area denial spells below their flight altitude to force them into disadvantageous positions.
Player Guide: Facing Cloaker
1 strategies available
Player Guide: Facing Cloaker
When your party encounters this creature, keep these strategies in mind:
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Counter Flight Advantage: This creature can fly! Use ranged attacks, reach weapons, or spells like 'Thunderwave' to push it away. Consider 'Gust of Wind' or 'Earthbind' to ground it. Melee characters need fly speed or flight magic to engage.
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 Cloaker?
- Cloaker has a Challenge Rating of 8, making it appropriate for parties of level 8.0.
- What type of creature is Cloaker?
- Cloaker is a Large Aberration, which affects how certain spells and abilities interact with it.
- What languages does Cloaker speak?
- Cloaker can communicate in Deep Speech, Undercommon.
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