Size:
Large
Type:
Aberration
Form:
ray
Temper:
alien
# App:
1, 2, 1d10 + 2
Lair:
Diet:
carnivore
Combat Dice: 0
Hit Points: 25 + 1d10
Attack Rank: 0
Passive Defense: 0
Active Defense:
Damage Reduction: 0
Role: controller
Ground:
Climb/Arboreal:
Flight:
Swim:
Benthic:
Burrow:
Ethereal:

Actions/Abilities/Traits:
(D&D 5e)
Actions/Abilities/Traits: (D&D 5e)
Action
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.
Action
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.
Action
Multiattack
The cloaker makes two attacks: one with its bite and one with its tail.
Action
Tail
Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 7 (1d8 + 3) slashing damage.
Special
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.
Special
False Appearance
While the cloaker remains motionless without its underside exposed, it is indistinguishable from a dark leather cloak.
Special
Light Sensitivity
While in bright light, the cloaker has disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight.

Actions/Abilities/Traits:
(d20)
Actions/Abilities/Traits: (d20)
Special (Ex)
Engulf
Special (Ex)
Moan
Special (Su)
Shadow Shift (Su)

Actions/Abilities/Traits:
(OSR)
Actions/Abilities/Traits: (OSR)
Special
|Moan|Shadow Shift
A cloaker can emit an infrasonic moan, with one of four effects. Fear; All creatures in a creatures in a 30-foot cone must save (Death negates) or fall prone and be nauseated for rounds (Paralysis negates). Unnerve; Anyone within a 60-foot spread automatically suffers dis+4 bonus on attack and damage rolls. Those in the area for more than 6 consecutive rounds must save (Paralysis negates) or enter a trance, helpless until the moaning stops.
Special
|Moan|Shadow Shift
Cloakers are immune to these sonic, mind-affecting attacks. A creature that successfully saves against the cloaker's fear, nausea, or unnerve moans cannot be affected by that same moan effect from that cloaker for 24 hours.
Special
|Moan|Shadow Shift
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, +4 bonus to AC), mirror image (enemies attacking you have a 50% chance to hit a shadow duplicate to no effect), or silent image (an illusion; Spell save or believe it's real).

Actions/Abilities/Traits:
(Pathfinder 1e)
Actions/Abilities/Traits: (Pathfinder 1e)
Action
Feat 1
Combat Reflexes
Action
Feat 2
Improved Initiative
Action
Feat 3
Skill Focus (Perception)
Action
Melee 1
bite +8 (1d6+5)
Action
Melee 2
tail slap +3 (1d8+2)
Special
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 that does not provoke an attack of opportunity. If it wins the grapple check, it establishes a hold and bites the engulfed victim with a +4 bonus on its attack roll. 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.
Special
Moan
Cloakers are immune to these sonic, mind-affecting attacks. A creature that successfully saves against the cloaker's fear, nausea, or unnerve moans cannot be affected by that same moan effect from that cloaker for 24 hours.
Special
Moan (Ex)
A cloaker can emit an infrasonic moan as a standard action, with one of four effects.
Special
Shadow Shift (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 (DC 15, CL 6th, save DC is Charisma-based).

Actions/Abilities/Traits:
(Pathfinder 2e)
Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Envelop
(attack, incapacitation) The cloaker makes an attack roll with a +14 bonus against an adjacent creature's Reflex DC. If it succeeds, it envelops the target, who is restrained. Attacks that hit an enveloping cloaker deal half their damage to the cloaker and half to the trapped victim. The cloaker can't Fly, and when it moves using its land Speed it moves the enveloped creature with it. The cloaker can make only jaws Strikes against the restrained creature but can make tail Strikes against other creatures.A creature that voluntarily puts on the cloaker becomes engulfed automatically. A cloaker can engulf only Large or smaller creatures, and no more than one creature at a time.
Ability
Infrasonic Moan
(auditory, emotion, mental) The cloaker lets out an infrasonic moan that has one of the effects below. A creature that succeeds at a DC 22 Will save is unaffected. Any creature that attempts this save becomes temporarily immune for 1 hour. Because the moan is infrasonic, most humanoids don't detect the source of their plight if they aren't already aware of the cloaker.Fear (fear, incapacitation) Each creature within a 30-foot emanation becomes frightened 1 (or, on a critical failure, frightened 2 and fleeing until the end of its next turn).Nausea Each creature within a 30-foot emanation falls prone and become sickened 2.Stupor The cloaker targets a single creature within 30 feet. The creature becomes clumsy 1 and stupefied 1 for 1 minute.
Ability
Shadow Shift
Cloakers are concealed in dim light even to creatures with low-light vision and darkvision.
Offense
Melee
Circumstance: combat round (melee)
jaws +14 [+9/+4], Damage 1d10+7 piercing
Trait
Aberration
Aberrations are creatures from beyond the planes or corruptions of the natural order.
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.
5e SRD