CLOAKER – 5e stats

Large aberration, chaotic neutral

Armor Class 14 (Natural Armor)
Hit Points 78 (12d10+12)
Speed 10 ft., fly 40 ft.

Proficiency Bonus +3
Proficiency Bonus +5 (5th Edition Advanced Mode)

STRDEXCONINTWISCHA
17 (+3)15 (+2)12 (+1)13 (+1)12 (+1)14 (+2)

Skills Stealth +5
Senses Darkvision 60 ft., passive Perception 11
Languages Deep Speech, Undercommon
Challenge 8 (3,900 XP)

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.

Damage Transfer (suggested). While attached to a creature, the cloaker takes only half the damage dealt to it (rounded down), and that creature takes the other half. Area effect spells cause full damage to both the monster and its victim.

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: (2d6 + 3) piercing damage. 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: (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.
  • Moan (suggested). The cloaker can a special subsonic moan of increasing intensities, this power is blocked by stone or other dense materials, but it can be very effective in an open chamber. Cloakers may not moan and bite during the same round. A cloaker may emit one of four types of moan each round.
    • 1) Range 80 feet, DC 13 wisdom saving throw or target suffer the nauseated (or poisoned) condition. If the targets listen the moan for more than 6 consecutive rounds then it suffers the incapacitated condition.
      2) Range 30 feet, DC 13 Wisdom saving throw or target suffers the frigthened condition.
    • 3) Range 30 feet cone, DC 13 saving throw or target suffers the exhausted condition.
    • 4) Range 30 feet (one target only), DC 13 saving throw or target suffers the paralyzed condition.
      A greater restoration spell remove immediately the effect of the moan. A lesser restoration spell remove the effect of the moan for 1 round.
  • Phantasms (Recharges after a Short or Long Rest). The cloaker magically creates three (suggested 1d4 + 2 as mirror image spell) 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.
  • Shadow Shifting (suggested, recharges 5-6). The cloaker obscures its opponents’ vision, thus increasing its Armor Class to 19, by producing images from the shadows that can be used to trick its adversaries. This power is interrupted if the cloaker is hit by an attack. A light spell cast directly at a specific cloaker blinds it and prevents it from using its shadow shifting powers.

5th Edition Advanced Mode
Limiting the power of a character and making the overall difficulty of the game harder, does not reduce the creativity, indeed it does quite the opposite.
The Game Master has the option to use any and all of the instances proposed in this guide, or just some of them according to their preference.

It is the lack of something that move and motivate characters, not the abundance of it

DESCRIPTION

A cloaker is a large aberration that resembles a dark leather cloak when at rest, but reveals its true form as a flying manta ray-like creature when active. It has a pair of yellow eyes, a toothy mouth, and a long tail. It also has two clawed appendages that it uses to grab and manipulate objects. Cloakers are intelligent and can speak Deep Speech and Undercommon . They have a keen sense of hearing and can echolocate in the dark. They are sensitive to bright light, which hampers their vision and combat abilities

COMBAT

Cloakers are cunning and deceptive foes that use their abilities to confuse and frighten their enemies. They can create illusory duplicates of themselves, emit a terrifying moan, and attach themselves to their victims’ heads, blinding and suffocating them. They prefer to ambush their prey from the shadows, using their natural camouflage and stealth skills. They are also resilient and can transfer some of the damage they receive to their attached targets. They attack with their powerful bite and slashing tail.

HABITAT / SOCIETY

Cloakers dwell in dark and secluded places underground, such as caves, ruins, or dungeons. They are solitary creatures that avoid contact with other races, except for trading or allying with them for mutual benefit. Cloakers are sometimes hired by drow or duergar as spies or assassins, or as guardians of their lairs. Cloakers have a complex social structure that involves clans, hierarchies, and rituals. They communicate with each other using a combination of sounds, gestures, and pheromones.

ECOLOGY

Cloakers are carnivorous creatures that feed on rodents, bats, insects, and other small animals that live underground. They also hunt larger prey, such as humans, elves, dwarves, or goblins, when they are hungry or threatened. Cloakers reproduce by laying eggs in moist and dark places, where they guard them until they hatch. Cloakers have a lifespan of about 60 years.