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.

Attack Summary

Attach attackmelee
+6 to hit|3d6+3 piercing
Range: 5 ft.
Tail attackmelee
+6 to hit|1d10+3 slashing
Range: 10 ft.