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Cloaker

Large Aberration, chaotic neutral

CR 8

3,900 XP

AC: 14 (natural armor)
HP: 78 (12d10+12)
Speed: walk 10 ft. , fly 40 ft.
Skills: Stealth +5
Senses: darkvision 60 ft., passive Perception 11
Languages: Deep Speech, Undercommon
STR
17
+3
DEX
15
+2
CON
12
+1
INT
13
+1
WIS
12
+1
CHA
14
+2

Special Abilities

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

Multiattack

The cloaker makes two attacks: one with its bite and one with its tail.

Bite

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.

Tail

Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 7 (1d8 + 3) slashing damage.

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.

Phantasms (Recharges after a Short or Long Rest)

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.

Quick Reference

Challenge: CR 8
Type: Aberration
Size: Large
Alignment: chaotic neutral
Best for party of 4 at level 10-12

Running This Encounter

Cloakers are ambush predators that attack from darkness or concealment, using their morale-sapping presence to unnerve foes before striking. Have the cloaker surprise the party by dropping from a ceiling or emerging from shadows, rolling initiative after the first attack. Use the terrain to provide hiding spots and allow the creature to retreat into darkness between rounds. Emphasize the alien, unsettling nature of this aberration through atmospheric description.

Combat Tactics

The cloaker uses hit-and-run tactics, attempting to engulf a single target while using its invisibility to evade retaliation. It focuses fire on spellcasters or the most dangerous-looking party member, attempting to grapple and restrain before retreating. If reduced to below half health, the cloaker flees rather than fighting to the death.

Environment & Setting

Cloakers thrive in caverns, dungeons, and shadowy ruins where darkness provides cover and high ceilings allow aerial attacks. Ideal settings include underground lairs, abandoned buildings, or the Underdark where minimal light sources exist.

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