Ability Scores
Core attributes and their modifiers.
Overview
Movement
Senses
Skills
Languages
Deep Speech, Undercommon
Environments
Traits
Damage Transfer
While attached to a creature, the cloaker takes only half the damage dealt to it (rounded down). and that creature takes the other half.
False Appearance
While the cloaker remains motionless without its underside exposed, it is indistinguishable from a dark leather cloak.
Light Sensitivity
While in bright light, the cloaker has disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight.
Actions
Bite
+6 to hit, reach 5 ft (1.5 m). Hit: 2d6 thunder damage.
Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) piercing damage, and if the target is Large or smaller, the cloaker attaches to it. If the cloaker has advantage against the target, the cloaker attaches to the target's head, and the target is blinded and unable to breathe while the cloaker is attached. While attached, the cloaker can make this attack only against the target and has advantage on the attack roll. The cloaker can detach itself by spending 5 feet of its movement. A creature, including the target, can take its action to detach the cloaker by succeeding on a DC 16 Strength check.
Moan
Each creature within 60 feet of the cloaker that can hear its moan and that isn't an aberration must succeed on a DC 13 Wisdom saving throw or become frightened until the end of the cloaker's next turn. If a creature's saving throw is successful, the creature is immune to the cloaker's moan for the next 24 hours.
Multiattack
The cloaker makes two attacks: one with its bite and one with its tail.
Phantasms
The cloaker magically creates three illusory duplicates of itself if it isn't in bright light. The duplicates move with it and mimic its actions, shifting position so as to make it impossible to track which cloaker is the real one. If the cloaker is ever in an area of bright light, the duplicates disappear.
Whenever any creature targets the cloaker with an attack or a harmful spell while a duplicate remains, that creature rolls randomly to determine whether it targets the cloaker or one of the duplicates. A creature is unaffected by this magical effect if it can't see or if it relies on senses other than sight.
A duplicate has the cloaker's AC and uses its saving throws. If an attack hits a duplicate, or if a duplicate fails a saving throw against an effect that deals damage, the duplicate disappears.
Tail
+6 to hit, reach 10 ft (3 m). Hit: 1d8 thunder damage.
Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 7 (1d8 + 3) slashing damage.
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 78 hit points (derived from 12d10+12).
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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Related D&D 5e Content
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