Cloaker [1/2]Aberration · CR 8
Cloaker [1/2]Large Aberration, Chaotic Neutral
STR17+3DEX15+2CON12+1INT13+1WIS14+2CHA7-2
AC14HP91CR8SPD10 ft., Fly 40 ft.
TRAITS
Light Sensitivity

While in Bright Light, the cloaker has Disadvantage on attack rolls.

ACTIONS
Multiattack

The cloaker makes one Attach attack and two Tail attacks.

Attach

Melee Attack Roll: +6, reach 5 ft. Hit: 13 (3d6 + 3) Piercing damage. If the target is a Large or smaller creature, the cloaker

Cloaker [2/2]Aberration · CR 8
Cloaker [2/2]Large Aberration, Chaotic Neutral
ACTIONS (cont.)
Attach (cont.)

attaches to it. While the cloaker is attached, the target has the Blinded condition, and the cloaker can’t make Attach attacks against other targets. In addition, the cloaker halves the damage it takes (round down), and the target takes the same amount of damage. The cloaker can detach itself by spending 5 feet of movement. The target or a creature within 5 feet of it can take an action to try to detach the cloaker, doing so by succeeding on a DC 14 Strength (Athletics) check.

Tail

Melee Attack Roll: +6, reach 10 ft. Hit: 8 (1d10 + 3) Slashing damage.

BONUS ACTIONS
Moan

Wisdom Saving Throw: DC 13, each creature in a 60-foot Emanation originating from the cloaker. Failure: The target has the Frightened condition until the end of the cloaker’s next turn. Success: The target is immune to this cloaker’s Moan for the next 24 hours.

Phantasms (Recharge after a Short or Long Rest). The cloaker casts the Mirror Image spell, requiring no spell components and using Wisdom as the spellcasting ability. The spell ends early if the cloaker starts or ends its turn in Bright Light.

Cloaker [1/3]
Large Aberration, Chaotic Neutral
8
14Armor Class
91Hit Points
10 ft., Fly 40 ft.Speed
STR17+3
DEX15+2
CON12+1
INT13+1
WIS14+2
CHA7-2

Initiative. +5

Senses. Darkvision 120 ft.; Passive Perception 12

Immunities. Frightened

Languages. Deep Speech, Undercommon

Traits

Light Sensitivity. While in Bright Light, the cloaker has Disadvantage on attack rolls.

Actions

Multiattack. The cloaker makes one Attach attack and two Tail attacks.

Attach. Melee Attack Roll: +6, reach 5 ft. Hit: 13 (3d6 + 3)

Aberration
Monster card
Cloaker [2/3]
Large Aberration, Chaotic Neutral
8
14Armor Class
91Hit Points
10 ft., Fly 40 ft.Speed
STR17+3
DEX15+2
CON12+1
INT13+1
WIS14+2
CHA7-2

Actions (cont.)

Piercing damage. If the target is a Large or smaller creature, the cloaker attaches to it. While the cloaker is attached, the target has the Blinded condition, and the cloaker can’t make Attach attacks against other targets. In addition, the cloaker halves the damage it takes (round down), and the target takes the same amount of damage. The cloaker can detach itself by spending 5 feet of movement. The target or a creature within 5 feet of it can take an action to try to detach the cloaker, doing so by succeeding on a DC 14 Strength (Athletics) check.

Tail. Melee Attack Roll: +6, reach 10 ft. Hit: 8 (1d10 + 3) Slashing damage.

Bonus Actions

Moan. Wisdom Saving Throw: DC 13, each creature in a 60-foot

Aberration
Monster card
Cloaker [3/3]
Large Aberration, Chaotic Neutral
8
14Armor Class
91Hit Points
10 ft., Fly 40 ft.Speed
STR17+3
DEX15+2
CON12+1
INT13+1
WIS14+2
CHA7-2

Bonus Actions (cont.)

Emanation originating from the cloaker. Failure: The target has the Frightened condition until the end of the cloaker’s next turn. Success: The target is immune to this cloaker’s Moan for the next 24 hours.

Phantasms (Recharge after a Short or Long Rest). The cloaker casts the Mirror Image spell, requiring no spell components and using Wisdom as the spellcasting ability. The spell ends early if the cloaker starts or ends its turn in Bright Light.

Aberration
Monster card

A tent card folds in half: the name faces the players, the stat block faces you. This stat block is long: it continues on a second tent card instead of being truncated. Print both.

This stat block is long: it spans 3 cards instead of being truncated. Print them all.

Pick “Save as PDF” as the destination in the print dialog.

Cloaker — printable monster card

Large Aberration, Chaotic Neutral

  • CR 8
  • Aberration
  • Large

Full stat block

Armor Class
14
Hit Points
91
Initiative
+5
Speed
10 ft., Fly 40 ft.
Senses
Darkvision 120 ft.; Passive Perception 12
Immunities
Frightened
Languages
Deep Speech, Undercommon
Challenge Rating
8 (3,900 XP)
Proficiency bonus
+3
Skill proficiencies
Stealth
Ability scores
STR DEX CON INT WIS CHA
17 +3 15 +2 12 +1 13 +1 14 +2 7 -2

Traits

Light Sensitivity. While in Bright Light, the cloaker has Disadvantage on attack rolls.

Actions

Multiattack. The cloaker makes one Attach attack and two Tail attacks.

Attach. Melee Attack Roll: +6, reach 5 ft. Hit: 13 (3d6 + 3) Piercing damage. If the target is a Large or smaller creature, the cloaker attaches to it. While the cloaker is attached, the target has the Blinded condition, and the cloaker can’t make Attach attacks against other targets. In addition, the cloaker halves the damage it takes (round down), and the target takes the same amount of damage. The cloaker can detach itself by spending 5 feet of movement. The target or a creature within 5 feet of it can take an action to try to detach the cloaker, doing so by succeeding on a DC 14 Strength (Athletics) check.

Tail. Melee Attack Roll: +6, reach 10 ft. Hit: 8 (1d10 + 3) Slashing damage.

Bonus Actions

Moan. Wisdom Saving Throw: DC 13, each creature in a 60-foot Emanation originating from the cloaker. Failure: The target has the Frightened condition until the end of the cloaker’s next turn. Success: The target is immune to this cloaker’s Moan for the next 24 hours.

Phantasms (Recharge after a Short or Long Rest). The cloaker casts the Mirror Image spell, requiring no spell components and using Wisdom as the spellcasting ability. The spell ends early if the cloaker starts or ends its turn in Bright Light.

See also