Free interactive D&D 5e SRD stat block

Cloaker

Large Aberration, CR 8, AC 14, 91 HP. Chaotic Neutral.

Large Aberration, Chaotic Neutral

AC
14
Initiative
+5 (15)
HP
91 (14d10+14)
Speed
10 ft., Fly 40 ft.
ScoreModSave
STR 17 +3 +3
DEX 15 +2 +2
CON 12 +1 +1
INT 13 +1 +1
WIS 14 +2 +2
CHA 7 -2 -2
Skills
Stealth +5
Immunities
Frightened
Senses
Darkvision 120 ft.; Passive Perception 12
Languages
Deep Speech, Undercommon
CR
8 (XP 3,900; PB +3)

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.

How to run Cloaker

A cloaker is the trap inside the trap. The party walks into a stone vault, sees a pile of moth-eaten cloaks heaped on the wall, takes another step, and the closest one peels off and folds itself around the lightly armored member of the back rank. Run cloakers as ambush predators in dark places where bodies hang from the ceiling. Light Sensitivity gives them Disadvantage on attacks in Bright Light, so the encounter wants Darkvision-only conditions or it stops being scary.

The opening turn is Phantasms. The cloaker casts Mirror Image as a Bonus Action, surrounds itself with three illusory duplicates, then flies down on its 40 ft. fly speed to Attach. Attach hits at +6 for 13 piercing on a Large or smaller target. Once latched, the target is Blinded, the cloaker halves the damage it takes and reflects the same amount back to the host, and only a DC 14 Strength (Athletics) check from the target or an adjacent ally pulls it off. The two Tail attacks at +6 with 10 ft. reach (8 average each) hit anyone who tried to help. The cleric who reached over to pry the cloaker off is now within Tail range and bleeding.

Moan as a Bonus Action drops a DC 13 Wisdom save in a 60-foot Emanation. Failure is Frightened until the end of the cloaker's next turn, and a creature that saves is immune to that cloaker's Moan for 24 hours. Open with Moan on round one to lock down the heaviest hitters, then save subsequent Moans only for newcomers and creatures who failed before. Phantasms ends if the cloaker starts or ends a turn in Bright Light, so any Daylight or Light cantrip is a fight-changer that the party should be allowed to discover.

Cloakers are not loyal. Once Bloodied with Mirror Image gone, detach with 5 feet of movement, fly to the ceiling, and slip through the same crack the party didn't notice on the way in. The cloaker remembers them. The next vault has three.

Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.

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