Cloaker
Large aberration, chaotic neutral
Armor Class 14 (natural armor)
Hit Points 91 (14d10 + 14)
Speed 10 ft., fly 40 ft., swim 5 ft., climb 5 ft.
str
17 (+3)
dex
15 (+2)
con
12 (+1)
int
13 (+1)
wis
14 (+2)
cha
7 (-2)
Skills Stealth +5
Senses darkvision 120 ft., passive Perception 12
Languages Deep Speech, Undercommon
Challenge 8 (3,900 XP)
Light Sensitivity. While in Bright Light, the cloaker has Disadvantage on attack rolls.
Actions
Attach. Melee Attack Roll: +6, reach 5 ft. 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.
Multiattack. The cloaker makes one Attach attack and two Tail attacks.
Tail. Melee Attack Roll: +6, reach 10 ft. 8 (1d10 + 3) Slashing damage.