Upheaval

Cloaker

CR 5, CN Large Aberration

Senses: Perception 14, Darkvision 60

Speed: 10 ft., fly 40 ft. (average)  Skills: Athletics 10, Stealth 8, Religion 11

Languages: Undercommon

Ability Scores: Str 21 (+7), Dex 16 (+5), Con 19 (+6), Int 14 (+9), Wis 15 (+9), Cha 14 (+9)

INIT: +7  CP: +4  HP: 51 (6d8+24)  SA: --  DC: 18

AC: 19  Touch: 12  Flat-footed: 16 [+3 Dodge, +7 Natural, -1 Size]

SR: --  Vulnerable: --  Resistant: --  Bypass: --

Immunity: --  Effect Immunity: --

QUALITIES

Combat Reflexes (ex) - The Cloaker gets a number of reactions equal to its dexterity bonus.

Light Damage Vulnerability (ex) - The Cloaker is vulnerable to light-based, damage-dealing effects, though light itself does not harm it.

ACTIONS
Attacks

Shadow Shift (Free)(su) - When in dim illumination, a cloaker can manipulate shadows as a free action to create one of three effects: blur (lasts 1d4 rounds, self only), mirror image (CL 6th), or silent image (CL 6th).

Cloaked Engulf (ex) - A Cloaker can try to wrap a Medium or smaller creature in its body as a standard action. The Cloaker attempts a grapple. If it wins the grapple check, it establishes a hold and can make an attack to bite the engulfed victim. This attack is made at advantage, a bonus which stacks with the -2 to AC the target gets from the grappled condition. It can still use its whip-like tail to strike at other targets. Attacks that hit an engulfing Cloaker deal half their damage to the monster and half to the trapped victim.

Infrasonic Moan (ex, Sonic, Mental, Fear) - A cloaker can emit an infrasonic moan as a standard action, with one of four effects. • Fear: All creatures in a 30-foot spread must save (Wis negates) or become panicked for 2 rounds. • Nausea: All creatures in a 30-foot cone must save (Con negates) or fall prone and be nauseated for 1d4+1 rounds. • Stupor: A single creature within 30 feet is affected by hold monster for 5 rounds (Con negates). • Unnerve: Anyone within a 60-foot spread automatically takes a -2 penalty on attack and damage rolls. Those in the area for more than 6 consecutive rounds must save (Wis negates) or enter a trance, helpless until the moaning stops. Cloakers are immune to this effect. A creature that successfully saves cannot be affected by that same moan effect from that cloaker for 24 hours.

DESCRIPTION

Environment: underground

Organization: None

Treasure: standard

This ray-like creature opens a toothy maw and leers with glaring red eyes. Behind it whips a menacing tail of segmented bone.

Resembling hideously evil flying manta rays, cloakers are mysterious and paranoid creatures. A typical specimen has an 8-foot wingspan and weighs 100 pounds. A cloaker's motives are hidden and confusing, and they distrust even their own kind. Their strange shape allows them to disguise themselves as a variety of cloaks, tapestries, and other mundane objects, and stories linger of cloakers that ally with other creatures, hitching a ride on their backs and aiding in their ally's protection for their own inscrutable reasons. A rare few are priests of ancient gods, leading cults of cloakers and skum to undertake all manner of hideous rites and working toward singularly sinister goals.