They can fly, but they have no ranged attacks. Their AC and HP are terrible. Their damage output is insanely low. Moan and Phantasm are good, but they are really one time uses. They have light sensitivity. Their only upside is they have their Attach action, allowing them to transfer half damage taken to the attached target. There are a few problems with it though:
It only works if they hit.
They can be removed with a fairly low athletics check.
They are a harassment monster. They are hard to hit and can take some classes completely out of a fight on the first round of combat. Most spells that target require that you see the target, which you can't do if you are blind.
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"The mongoose blew out its candle and was asleep in bed before the room went dark." —Llanowar fable
If you've ever run a pack of three cloakers taking on a group of four...well you've not seen just how effective they can be. 5.5e did the cloaker really dirty. They used to have an unusual appearance that made them indistinguishable from a leather cloak in 5e. What that means is that they could be really harsh ambush predators similar to the mimic.
Imagine this, the party push through a dungeon finding an old guard room. There's battered furniture, a rack of rusty weapons, and a cloak stand with some grubby looking cloaks on them. The door appears solid, and is lockable from the inside. A perfect place for a short (or even long) rest right? Expect that the players don't know that three of the cloaks are Cloakers. Unless the party investigate the cloaks - at which point the cloakers attack with a surprise round - the party are potentially going to be letting their guard down and rest. At which point, these ambush predators strike.
Double down with the fact that 5e cloakers also had a damage transfer ability which meant that once attached other party members would be hesitant to attack the cloaker because they'd deliver damage to their comrade.
This kind of nerfing of cool enemies is exactly why I don't run 5.5e. The more you delve into it, the more clearly you see how hit and miss their design choices were. The 2024 rules just feel rushed and poorly constructed.
Double down with the fact that 5e cloakers also had a damage transfer ability which meant that once attached other party members would be hesitant to attack the cloaker because they'd deliver damage to their comrade.
This kind of nerfing of cool enemies is exactly why I don't run 5.5e. The more you delve into it, the more clearly you see how hit and miss their design choices were. The 2024 rules just feel rushed and poorly constructed.
The damage transfer effect still exists in the updated 2024 rules. And while False Appearance appears to have been dropped as an ability across the board, it is probably to just save space as the flavor guidance still eludes to them being similar to worn cloaks when hanging on walls.
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"The mongoose blew out its candle and was asleep in bed before the room went dark." —Llanowar fable
If you've ever run a pack of three cloakers taking on a group of four...well you've not seen just how effective they can be. 5.5e did the cloaker really dirty. They used to have an unusual appearance that made them indistinguishable from a leather cloak in 5e. What that means is that they could be really harsh ambush predators similar to the mimic.
Imagine this, the party push through a dungeon finding an old guard room. There's battered furniture, a rack of rusty weapons, and a cloak stand with some grubby looking cloaks on them. The door appears solid, and is lockable from the inside. A perfect place for a short (or even long) rest right? Expect that the players don't know that three of the cloaks are Cloakers. Unless the party investigate the cloaks - at which point the cloakers attack with a surprise round - the party are potentially going to be letting their guard down and rest. At which point, these ambush predators strike.
Double down with the fact that 5e cloakers also had a damage transfer ability which meant that once attached other party members would be hesitant to attack the cloaker because they'd deliver damage to their comrade.
This kind of nerfing of cool enemies is exactly why I don't run 5.5e. The more you delve into it, the more clearly you see how hit and miss their design choices were. The 2024 rules just feel rushed and poorly constructed.
Surprise is no longer insane, and cloakers have light sensitivity, so I don't think it would play out well for the cloakers. Likely only one party member would be attached to, and the rest of the party could focus on a different cloaker. They'd probably kill it in two rounds due to its garbage AC and HP, and it goes downhill for the cloakers from there.
Surprise is no longer insane, and cloakers have light sensitivity, so I don't think it would play out well for the cloakers. Likely only one party member would be attached to, and the rest of the party could focus on a different cloaker. They'd probably kill it in two rounds due to its garbage AC and HP, and it goes downhill for the cloakers from there.
The cloaker has too low stealth to be an effective ambush attacker, which doesn't seem to be part of how they think about CR, but its damage transfer ability means it's really important to detach it before you try to kill it, because most PCs at levels likely to be dealing with cloakers have less than 91 hp, and a lot of parties are really short on good athletics checks (unlike most grapplers, you can't use acrobatics).
Surprise is no longer insane, and cloakers have light sensitivity, so I don't think it would play out well for the cloakers. Likely only one party member would be attached to, and the rest of the party could focus on a different cloaker. They'd probably kill it in two rounds due to its garbage AC and HP, and it goes downhill for the cloakers from there.
The cloaker has too low stealth to be an effective ambush attacker, which doesn't seem to be part of how they think about CR, but its damage transfer ability means it's really important to detach it before you try to kill it, because most PCs at levels likely to be dealing with cloakers have less than 91 hp, and a lot of parties are really short on good athletics checks (unlike most grapplers, you can't use acrobatics).
Really?
Barbarians are strength based with advantage on strength checks.
Fighters are usually strength based with tactical mind.
Bards have bardic inspiration and expertise.
Paladins are usually strength based.
Rangers have expertise.
Rogues have expertise.
Have you ever played in a game where one of these didn't apply? Also, the dc is very low. You don't need to be very good at athletics to succeed, and once you do, it will be a turn or two before it can attack again.
Think about it - as a DM, (unless you're being very nice to your players), you always will let a monster use its Multiattack. Right? Since you're playing the monster as an actually challenging monster, for heaven's sake. It's a creature with a very good knowledge of its abilities, and, especially if it's getting attacked by a group of meddling PCs, it's going to go for maximum damage. Finally, what are you talking about with "Low Stealth?" It's +6, for heaven's sake! I get PCs have higher stats than that, especially at Tier 2, but it's still going to be even higher, most likely, because the cloaker's going to be in its natural environment -- dark, on a ceiling, hidden. Doesn't that at least deserve advantage? And, as AI Overview and Columbia University tell me, advantage adds 3.32 to a roll on average. So suddenly, its Stealth (assuming two mid-range numbers) is somewhere around 15-20. That's just assuming that you don't roll something high. With advantage on its three attack rolls, it'll probably hit (+6 w/advantage with a Tier 2 character? So actually +9, with the average advantage bonus accounted for? I wouldn't personally want to be on that side of the deal). Then, dealing 29 damage on average when it hits with the three attacks? Sounds good to me - Tier 2 characters with 50-100 HP? That's anywhere from 1/2 to 1/3 of total HP.
Finally, it's going to use its Attach ASAP. The affected target taking half of the damage? That's a huge reduction. And here you have it -- 91 damage from the rest of the party? That actually turns into 182 HP, since the damage is halved. And since the PC is long dead before that, it'll repeat with the rest of the party. Finally, dunno if anyone's noticed, but it still can make Tail attacks while it's Attached. As a DM, I'd allow the cloaker to use the multiattack without Attach. So it can still attack and keep the party at bay.
Additionally, its Moan doesn't seem that bad, right? A DC 13 save against becoming Frightened. It affects each creature within 60 ft., not just one -- hitting the whole party (unless you've got some really range-centered attackers). And look, it's true that a DC 13 save is easy to make, especially for a character of those levels. But the whole party? Assuming average Tier 2 stats (+2 modifier), there's actually only a 45% of making the save (w/out advantage or disadvantage). Although all the unaffected creatures are immune, the affected one or two will be out of combat for a round -- giving the cloaker a better chance of making it out of the fight alive.
So yeah, TLDR: The cloaker's gonna use its Attach - keeping the party at bay with its Tail so they can't detach it. That doubles its HP and pretty much guarantees the death of a party member. I dunno, I probably missed something here, but here's my thoughts. Don't mean to offend anyone.
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Think about it - as a DM, (unless you're being very nice to your players), you always will let a monster use its Multiattack. Right? Since you're playing the monster as an actually challenging monster, for heaven's sake. It's a creature with a very good knowledge of its abilities, and, especially if it's getting attacked by a group of meddling PCs, it's going to go for maximum damage. Finally, what are you talking about with "Low Stealth?" It's +6, for heaven's sake! I get PCs have higher stats than that, especially at Tier 2, but it's still going to be even higher, most likely, because the cloaker's going to be in its natural environment -- dark, on a ceiling, hidden. Doesn't that at least deserve advantage? And, as AI Overview and Columbia University tell me, advantage adds 3.32 to a roll on average. So suddenly, its Stealth (assuming two mid-range numbers) is somewhere around 15-20. That's just assuming that you don't roll something high. With advantage on its three attack rolls, it'll probably hit (+6 w/advantage with a Tier 2 character? So actually +9, with the average advantage bonus accounted for? I wouldn't personally want to be on that side of the deal). Then, dealing 29 damage on average when it hits with the three attacks? Sounds good to me - Tier 2 characters with 50-100 HP? That's anywhere from 1/2 to 1/3 of total HP.
Finally, it's going to use its Attach ASAP. The affected target taking half of the damage? That's a huge reduction. And here you have it -- 91 damage from the rest of the party? That actually turns into 182 HP, since the damage is halved. And since the PC is long dead before that, it'll repeat with the rest of the party. Finally, dunno if anyone's noticed, but it still can make Tail attacks while it's Attached. As a DM, I'd allow the cloaker to use the multiattack without Attach. So it can still attack and keep the party at bay.
Additionally, its Moan doesn't seem that bad, right? A DC 13 save against becoming Frightened. It affects each creature within 60 ft., not just one -- hitting the whole party (unless you've got some really range-centered attackers). And look, it's true that a DC 13 save is easy to make, especially for a character of those levels. But the whole party? Assuming average Tier 2 stats (+2 modifier), there's actually only a 45% of making the save (w/out advantage or disadvantage). Although all the unaffected creatures are immune, the affected one or two will be out of combat for a round -- giving the cloaker a better chance of making it out of the fight alive.
So yeah, TLDR: The cloaker's gonna use its Attach - keeping the party at bay with its Tail so they can't detach it. That doubles its HP and pretty much guarantees the death of a party member. I dunno, I probably missed something here, but here's my thoughts. Don't mean to offend anyone.
30 damage. That's almost as much as a cr 4 bullywug bog sage! Don't forget that it gets disadvantage on attack rolls if it's in bright light. It will try to attach as soon as possible, but with disadvantage, that will take a few turns, only to be quickly removed by the fighter/barbarian. Moan is decent, but once a pc succeeds on the save, it is immune for 24 hours, and they're not by any means out of combat, they just have disadvantage on attack rolls and might need to switch to a ranged weapon. Finally, what in the world are you talking about it "keeping the party at bay with its Tail"?? Oh no, the barbarian's going to take 4 damage on a hit.
Have you ever played in a game where one of these didn't apply? Also, the dc is very low. You don't need to be very good at athletics to succeed, and once you do, it will be a turn or two before it can attack again.
Yes I have (current party: cleric, dex fighter, rogue/ranger, warlock; none are even proficient). Sure, you can take expertise in Athletics... but who actually does that? And no, there isn't any 'turn or two before it can attack again'. I would call the cloaker weak for CR 8, it really needs a better ability to attack from surprise, but it's certainly not harmless.
Have you ever played in a game where one of these didn't apply? Also, the dc is very low. You don't need to be very good at athletics to succeed, and once you do, it will be a turn or two before it can attack again.
Yes I have (current party: cleric, dex fighter, rogue/ranger, warlock; none are even proficient). Sure, you can take expertise in Athletics... but who actually does that? And no, there isn't any 'turn or two before it can attack again'. I would call the cloaker weak for CR 8, it really needs a better ability to attack from surprise, but it's certainly not harmless.
Not before it can attack, but before it hits with its attach attack.
I honestly don't see how it should be any more than cr 6.
Going by the 2014 DMG where it talks about making monsters of your own, the Cloaker should be CR 6. Which is honestly much more ok with me. Take a look ats some other CR 6 stat blocks and you'll realize that makes much more sense. I have don't really know why they made it CR 8. I can see it being used as a powerful sneak attacker though, especially if there is more than one.
I would like to add that in my own research (that I'm currently still doing) I have found that the dragon CRs are a little goofy. The young brass dragon is more of a CR 7. more powerful than your average 6, but not quite as powerful as your average 8.
It's scary in groups. One can permanently take out low AC targets, and other party members that try to kill the cloakers deal damage to their allies, increasing its damage output. If you put 3 in one encounter? Ugh, it's a nightmare; way tougher than its CR. Only one, however... probably less than its CR.
It's scary in groups. One can permanently take out low AC targets, and other party members that try to kill the cloakers deal damage to their allies, increasing its damage output. If you put 3 in one encounter? Ugh, it's a nightmare; way tougher than its CR. Only one, however... probably less than its CR.
Permanently take out? It's a fairly low DC athletics check. Also, if there are more than one, then it's highly likely there will be a non-attached cloaker to attack.
Quite obviously this is how a Cloaker encounter is meant to go down:
1) The party is in the underdark, and the cloaker is stalking them from 120 ft away, invisible in the darkness, waiting for the moment their light goes out. Hiding amongst the shadows. Or they are wandering a deserted house where the cloaker lurks pretending to be a simple cloak.
2) When something extinguishes the light, suddenly the cloaker strikes by surprise, gaining Advantage on Initiative and it's first attack from being Hidden (DC is only 15). Attaching itself to the weakest most unsuspecting party member, the stabbing with its tail (again with Adv since its target is blinded). It Moans horribly, frightening the STR-based characters (who almost all have low Wis save modifiers) and preventing them from rushing to their comrade's aid.
3) The party attack the cloaker, only after they hit realizing their ally within its grasp cried out in pain with the strike (and now is suffocating) or perhaps their ally toughs it out holding their breath as long as possible but risking the party not realizing their ally is being harmed, now they face a terrible choice try to kill the cloaker at the risk of killing their friend, or waiting until the Fighter/Barb recovers from being frightened to pull the thing off?
4) The martial shakes off the fear, but before they have a chance to help there are suddenly four cloakers rather than just one. Now the Fighter/Barb must guess which is the real cloaker? They try once or twice but hit nothing but illusions, while either the party continue wailing on the cloaker and the attached ally or the attached ally is suffocating.
5) Finally the martial rips free the cloaker and the entire party focus-fire it down into rags.
Remember: as a solo-monster this is meant for parties that are ~level 6, not parties at level 8. Though I agree it's stats don't fully support this model, it's DCs should really be higher, same with it's attack modifier. But give them all a +2 bonus and I think it would be quite an exciting fight.
Quite obviously this is how a Cloaker encounter is meant to go down:
1) The party is in the underdark, and the cloaker is stalking them from 120 ft away, invisible in the darkness, waiting for the moment their light goes out. Hiding amongst the shadows. Or they are wandering a deserted house where the cloaker lurks pretending to be a simple cloak.
2) When something extinguishes the light, suddenly the cloaker strikes by surprise, gaining Advantage on Initiative and it's first attack from being Hidden (DC is only 15). Attaching itself to the weakest most unsuspecting party member, the stabbing with its tail (again with Adv since its target is blinded). It Moans horribly, frightening the STR-based characters (who almost all have low Wis save modifiers) and preventing them from rushing to their comrade's aid.
3) The party attack the cloaker, only after they hit realizing their ally within its grasp cried out in pain with the strike (and now is suffocating) or perhaps their ally toughs it out holding their breath as long as possible but risking the party not realizing their ally is being harmed, now they face a terrible choice try to kill the cloaker at the risk of killing their friend, or waiting until the Fighter/Barb recovers from being frightened to pull the thing off?
4) The martial shakes off the fear, but before they have a chance to help there are suddenly four cloakers rather than just one. Now the Fighter/Barb must guess which is the real cloaker? They try once or twice but hit nothing but illusions, while either the party continue wailing on the cloaker and the attached ally or the attached ally is suffocating.
5) Finally the martial rips free the cloaker and the entire party focus-fire it down into rags.
Remember: as a solo-monster this is meant for parties that are ~level 6, not parties at level 8. Though I agree it's stats don't fully support this model, it's DCs should really be higher, same with it's attack modifier. But give them all a +2 bonus and I think it would be quite an exciting fight.
Quite obviously this is how a Cloaker encounter is meant to go down:
1) The party is in the underdark, and the cloaker is stalking them from 120 ft away, invisible in the darkness, waiting for the moment their light goes out. Hiding amongst the shadows. Or they are wandering a deserted house where the cloaker lurks pretending to be a simple cloak.
2) When something extinguishes the light, suddenly the cloaker strikes by surprise, gaining Advantage on Initiative and it's first attack from being Hidden (DC is only 15). Attaching itself to the weakest most unsuspecting party member, the stabbing with its tail (again with Adv since its target is blinded). It Moans horribly, frightening the STR-based characters (who almost all have low Wis save modifiers) and preventing them from rushing to their comrade's aid.
3) The party attack the cloaker, only after they hit realizing their ally within its grasp cried out in pain with the strike (and now is suffocating) or perhaps their ally toughs it out holding their breath as long as possible but risking the party not realizing their ally is being harmed, now they face a terrible choice try to kill the cloaker at the risk of killing their friend, or waiting until the Fighter/Barb recovers from being frightened to pull the thing off?
4) The martial shakes off the fear, but before they have a chance to help there are suddenly four cloakers rather than just one. Now the Fighter/Barb must guess which is the real cloaker? They try once or twice but hit nothing but illusions, while either the party continue wailing on the cloaker and the attached ally or the attached ally is suffocating.
5) Finally the martial rips free the cloaker and the entire party focus-fire it down into rags.
Remember: as a solo-monster this is meant for parties that are ~level 6, not parties at level 8. Though I agree it's stats don't fully support this model, it's DCs should really be higher, same with it's attack modifier. But give them all a +2 bonus and I think it would be quite an exciting fight.
I see the vision, but I feel like there are a few problems here.
It's pretty difficult to extinguish a party's light. "Just put out the torches," you might say. The problem is that the light cantrip exists, along with magic items that shed light.
It's fairly likely the cloaker won't even be able to attach on its first turn.
Anybody within 5 feet can attempt to remove the cloaker, even the victim. Say it's a wizard with a +0 to athletics. That's still a 1/3 chance of success.
It just doesn't do enough damage to be scary. I think my examples in the OP outlined this clearly.
The cloaker does seem dependent on a number of conditions that are very easy for PCs to negate. A +5 to stealth just isn't adequate for a tier 2 ambush hunter, and while it can be rather annoying if it successfully hits with its attach ability, it's likely to die before it actually gets a hit.
The cloaker does seem dependent on a number of conditions that are very easy for PCs to negate. A +5 to stealth just isn't adequate for a tier 2 ambush hunter, and while it can be rather annoying if it successfully hits with its attach ability, it's likely to die before it actually gets a hit.
Now, see I'd argue that this misses the point about the Cloaker being indistinguishable from a leather cloak. To me, and I'd carry that through from 5e to 5.5e were I running it, no stealth check is going to be made to begin with. If it's hiding amongst some other cloaks, or in a wardrobe or whatever, then there's no need for a stealth check because the player characters have no reasonable way of identifying that the cloak is not in fact a cloak but is a cloaker. Now, once the cloaker has revealed itself if it then tries to hide again then yes you'd make a stealth check.
I think this is where people can begin to feel that there's not enough variety in D&D's monsters. The cloakers to my mind live and die off their ability to be unrecognisable as monsters until they've made their first ambush. Mimics are kinda scary if you realise that there is no check you're going to be able to make that will allow a character to identify a mimic before it makes its ambush. That is what the word indistinguishable means.
The new version of the Cloaker does unjustifiably water down the ambush factor of the creature, but if run using their 5e version they can be really effective ambush predators. So basically, I'd ignore the 2024 version and stick with the 2014 version. It's just a lot more effective.
Cloaker
They can fly, but they have no ranged attacks. Their AC and HP are terrible. Their damage output is insanely low. Moan and Phantasm are good, but they are really one time uses. They have light sensitivity. Their only upside is they have their Attach action, allowing them to transfer half damage taken to the attached target. There are a few problems with it though:
Some other monsters for comparison:
Young brass dragon - cr 6 and significantly more powerful.
Gladiator - cr 5 and more powerful
Chimera - cr 6
Bullywug Bog Sage cr 4 with a higher dpr ignoring hit rate
They are a harassment monster. They are hard to hit and can take some classes completely out of a fight on the first round of combat. Most spells that target require that you see the target, which you can't do if you are blind.
If you've ever run a pack of three cloakers taking on a group of four...well you've not seen just how effective they can be. 5.5e did the cloaker really dirty. They used to have an unusual appearance that made them indistinguishable from a leather cloak in 5e. What that means is that they could be really harsh ambush predators similar to the mimic.
Imagine this, the party push through a dungeon finding an old guard room. There's battered furniture, a rack of rusty weapons, and a cloak stand with some grubby looking cloaks on them. The door appears solid, and is lockable from the inside. A perfect place for a short (or even long) rest right? Expect that the players don't know that three of the cloaks are Cloakers. Unless the party investigate the cloaks - at which point the cloakers attack with a surprise round - the party are potentially going to be letting their guard down and rest. At which point, these ambush predators strike.
Double down with the fact that 5e cloakers also had a damage transfer ability which meant that once attached other party members would be hesitant to attack the cloaker because they'd deliver damage to their comrade.
This kind of nerfing of cool enemies is exactly why I don't run 5.5e. The more you delve into it, the more clearly you see how hit and miss their design choices were. The 2024 rules just feel rushed and poorly constructed.
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The damage transfer effect still exists in the updated 2024 rules. And while False Appearance appears to have been dropped as an ability across the board, it is probably to just save space as the flavor guidance still eludes to them being similar to worn cloaks when hanging on walls.
Surprise is no longer insane, and cloakers have light sensitivity, so I don't think it would play out well for the cloakers. Likely only one party member would be attached to, and the rest of the party could focus on a different cloaker. They'd probably kill it in two rounds due to its garbage AC and HP, and it goes downhill for the cloakers from there.
The cloaker has too low stealth to be an effective ambush attacker, which doesn't seem to be part of how they think about CR, but its damage transfer ability means it's really important to detach it before you try to kill it, because most PCs at levels likely to be dealing with cloakers have less than 91 hp, and a lot of parties are really short on good athletics checks (unlike most grapplers, you can't use acrobatics).
Really?
Barbarians are strength based with advantage on strength checks.
Fighters are usually strength based with tactical mind.
Bards have bardic inspiration and expertise.
Paladins are usually strength based.
Rangers have expertise.
Rogues have expertise.
Have you ever played in a game where one of these didn't apply? Also, the dc is very low. You don't need to be very good at athletics to succeed, and once you do, it will be a turn or two before it can attack again.
Think about it - as a DM, (unless you're being very nice to your players), you always will let a monster use its Multiattack. Right? Since you're playing the monster as an actually challenging monster, for heaven's sake. It's a creature with a very good knowledge of its abilities, and, especially if it's getting attacked by a group of meddling PCs, it's going to go for maximum damage. Finally, what are you talking about with "Low Stealth?" It's +6, for heaven's sake! I get PCs have higher stats than that, especially at Tier 2, but it's still going to be even higher, most likely, because the cloaker's going to be in its natural environment -- dark, on a ceiling, hidden. Doesn't that at least deserve advantage? And, as AI Overview and Columbia University tell me, advantage adds 3.32 to a roll on average. So suddenly, its Stealth (assuming two mid-range numbers) is somewhere around 15-20. That's just assuming that you don't roll something high. With advantage on its three attack rolls, it'll probably hit (+6 w/advantage with a Tier 2 character? So actually +9, with the average advantage bonus accounted for? I wouldn't personally want to be on that side of the deal). Then, dealing 29 damage on average when it hits with the three attacks? Sounds good to me - Tier 2 characters with 50-100 HP? That's anywhere from 1/2 to 1/3 of total HP.
Finally, it's going to use its Attach ASAP. The affected target taking half of the damage? That's a huge reduction. And here you have it -- 91 damage from the rest of the party? That actually turns into 182 HP, since the damage is halved. And since the PC is long dead before that, it'll repeat with the rest of the party. Finally, dunno if anyone's noticed, but it still can make Tail attacks while it's Attached. As a DM, I'd allow the cloaker to use the multiattack without Attach. So it can still attack and keep the party at bay.
Additionally, its Moan doesn't seem that bad, right? A DC 13 save against becoming Frightened. It affects each creature within 60 ft., not just one -- hitting the whole party (unless you've got some really range-centered attackers). And look, it's true that a DC 13 save is easy to make, especially for a character of those levels. But the whole party? Assuming average Tier 2 stats (+2 modifier), there's actually only a 45% of making the save (w/out advantage or disadvantage). Although all the unaffected creatures are immune, the affected one or two will be out of combat for a round -- giving the cloaker a better chance of making it out of the fight alive.
So yeah, TLDR: The cloaker's gonna use its Attach - keeping the party at bay with its Tail so they can't detach it. That doubles its HP and pretty much guarantees the death of a party member. I dunno, I probably missed something here, but here's my thoughts. Don't mean to offend anyone.
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30 damage. That's almost as much as a cr 4 bullywug bog sage! Don't forget that it gets disadvantage on attack rolls if it's in bright light. It will try to attach as soon as possible, but with disadvantage, that will take a few turns, only to be quickly removed by the fighter/barbarian. Moan is decent, but once a pc succeeds on the save, it is immune for 24 hours, and they're not by any means out of combat, they just have disadvantage on attack rolls and might need to switch to a ranged weapon. Finally, what in the world are you talking about it "keeping the party at bay with its Tail"?? Oh no, the barbarian's going to take 4 damage on a hit.
Yes I have (current party: cleric, dex fighter, rogue/ranger, warlock; none are even proficient). Sure, you can take expertise in Athletics... but who actually does that? And no, there isn't any 'turn or two before it can attack again'. I would call the cloaker weak for CR 8, it really needs a better ability to attack from surprise, but it's certainly not harmless.
Not before it can attack, but before it hits with its attach attack.
I honestly don't see how it should be any more than cr 6.
Going by the 2014 DMG where it talks about making monsters of your own, the Cloaker should be CR 6. Which is honestly much more ok with me. Take a look ats some other CR 6 stat blocks and you'll realize that makes much more sense. I have don't really know why they made it CR 8. I can see it being used as a powerful sneak attacker though, especially if there is more than one.
I would like to add that in my own research (that I'm currently still doing) I have found that the dragon CRs are a little goofy. The young brass dragon is more of a CR 7. more powerful than your average 6, but not quite as powerful as your average 8.
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It's scary in groups. One can permanently take out low AC targets, and other party members that try to kill the cloakers deal damage to their allies, increasing its damage output. If you put 3 in one encounter? Ugh, it's a nightmare; way tougher than its CR. Only one, however... probably less than its CR.
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Permanently take out? It's a fairly low DC athletics check. Also, if there are more than one, then it's highly likely there will be a non-attached cloaker to attack.
Quite obviously this is how a Cloaker encounter is meant to go down:
1) The party is in the underdark, and the cloaker is stalking them from 120 ft away, invisible in the darkness, waiting for the moment their light goes out. Hiding amongst the shadows. Or they are wandering a deserted house where the cloaker lurks pretending to be a simple cloak.
2) When something extinguishes the light, suddenly the cloaker strikes by surprise, gaining Advantage on Initiative and it's first attack from being Hidden (DC is only 15). Attaching itself to the weakest most unsuspecting party member, the stabbing with its tail (again with Adv since its target is blinded). It Moans horribly, frightening the STR-based characters (who almost all have low Wis save modifiers) and preventing them from rushing to their comrade's aid.
3) The party attack the cloaker, only after they hit realizing their ally within its grasp cried out in pain with the strike (and now is suffocating) or perhaps their ally toughs it out holding their breath as long as possible but risking the party not realizing their ally is being harmed, now they face a terrible choice try to kill the cloaker at the risk of killing their friend, or waiting until the Fighter/Barb recovers from being frightened to pull the thing off?
4) The martial shakes off the fear, but before they have a chance to help there are suddenly four cloakers rather than just one. Now the Fighter/Barb must guess which is the real cloaker? They try once or twice but hit nothing but illusions, while either the party continue wailing on the cloaker and the attached ally or the attached ally is suffocating.
5) Finally the martial rips free the cloaker and the entire party focus-fire it down into rags.
Remember: as a solo-monster this is meant for parties that are ~level 6, not parties at level 8. Though I agree it's stats don't fully support this model, it's DCs should really be higher, same with it's attack modifier. But give them all a +2 bonus and I think it would be quite an exciting fight.
I see the vision, but I feel like there are a few problems here.
The cloaker does seem dependent on a number of conditions that are very easy for PCs to negate. A +5 to stealth just isn't adequate for a tier 2 ambush hunter, and while it can be rather annoying if it successfully hits with its attach ability, it's likely to die before it actually gets a hit.
Now, see I'd argue that this misses the point about the Cloaker being indistinguishable from a leather cloak. To me, and I'd carry that through from 5e to 5.5e were I running it, no stealth check is going to be made to begin with. If it's hiding amongst some other cloaks, or in a wardrobe or whatever, then there's no need for a stealth check because the player characters have no reasonable way of identifying that the cloak is not in fact a cloak but is a cloaker. Now, once the cloaker has revealed itself if it then tries to hide again then yes you'd make a stealth check.
I think this is where people can begin to feel that there's not enough variety in D&D's monsters. The cloakers to my mind live and die off their ability to be unrecognisable as monsters until they've made their first ambush. Mimics are kinda scary if you realise that there is no check you're going to be able to make that will allow a character to identify a mimic before it makes its ambush. That is what the word indistinguishable means.
The new version of the Cloaker does unjustifiably water down the ambush factor of the creature, but if run using their 5e version they can be really effective ambush predators. So basically, I'd ignore the 2024 version and stick with the 2014 version. It's just a lot more effective.
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