Cloaker 5E Monster

In dungeons and dragons role playing game this cloaker 5e monster has been giving many opportunities for every player and also for the dungeon masters. It has good type of traits, Actions and also the attributes.

Traits Of Cloaker DnD 5E

Damage Transfer: Because of attached to a creature and the cloaker dnd 5e can take only half the damage which has been dealt to it (rounded down). Also that specific creature would take a remaining half.

False Appearance: Any how while this 5e cloaker would remain to be motionless without its underside exposed, it is also be indistinguishable from the dark leather cloak.

Light Sensitivity: While it be in the bright light, the cloaker has the disadvantage on any of its attack rolls and also the wisdom (perception) checks which rely on sight.

Actions Of D&D Cloaker

This d&d cloaker has various types of actions. You can check them from the below lines. So, look at them they give you a good experience.

Multiattack: Here the d&d cloaker able to make two attacks: such as one with its bite and an another one with its tail.

Bite: With this bite attack this cloaker able to make Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Also Hit: 10 (2d6 + 3) piercing damage, and sometimes if the target is larger or even smaller, then the cloaker could be attached to it. Suppose, the cloaker has an advantage against to the target, then the cloaker attaches to the target’s head, and also the target is blinded and it is unable to breathe because of the cloaker has been attached. While it has been attached, the cloaker able to make this bite attack only against to the target and also has an advantage on an attack roll. Also the cloaker in d&d can be detach itself by spending 5 feet of its movement. Always a creature, also includes the target, it can take its action for detaching the cloaker by succeeding on a DC 16 Strength check.

Tail: By this tail attack this monster can make Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 7 (1d8 + 3) slashing damage.

Moan: Every creature those are within 60 feet of the cloaker which can be hear its moan and even that is not an aberration should be succeeded on the DC 13 Wisdom saving throw or else it must be become frightened until the end of the cloaker’s next turn. Suppose, if a creature’s saving throw has been successful, and the creature is immune to the cloaker’s moan for up coming 24 hours.

Attributes Of DnD 5E Cloaker

AC14 (Natural Armor)
AlignmentChaotic Neutral
CHA14
CON12
Challenge Rating8
DEX15
HP78 (12d10+12)
INT13
LanguagesDeep Speech, Undercommon
Passive Perception11
Roll 0Bite 1d20 + 6 2d6+3
Roll 1Tail 1d20 + 6 1d8+3
STR17
SensesDarkvision 60 Ft.
SizeLarge
SkillsStealth +5
Speed10 ft., fly 40 ft.
Typeaberration
WIS12

Phantasms (Recharges after a Short or Long Rest):

Always, the dnd cloaker can magically creates three types of illusory duplicates of itself when if it is not in the bright light. So, the duplicates would move with it and also can mimic all of its actions, shifting position so as to be make it impossible for being tacking which cloaker has been the real one.

Suppose, the cloaker is ever been in an area of the bright light, at that time the duplicates would be disappear. So, whenever it may be any kind of creature targets the cloaker by an attack or else a harmful spell because a duplicate remains, which the creature could roll randomly to be determined whether it has been the target the cloaker or else one of their duplicates. Also a creature is an unaffected by this magical effect when if it is can nor be seen or even if it relies on the senses other than their sight.

Basically, a duplicate has the cloaker’s AC and also uses its saving throws. How ever if an attack would be hit a duplicate, or else if the duplicate fails the saving throw which is against to an effect that deals the damage, after that the duplicate can be disappear.

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