Damage Transfer. While attached to a creature, the creature takes only half the damage dealt to it (rounded down), and that cloaker takes the other half.
False Appearance. While the cloaker remains motionless without its underside exposed, it is indistinguishable from a very dark leather cloak.
Void Gliding. Can attach itself to any medium or small creature and the attached creature gains a flying speed of 40ft.
Light Sensitivity. While in bright light, the cloaker has disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight.
Multiattack. The cloaker makes three attacks: one with its bite and two with its tail spines.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) piercing damage, and must succeed on a DC 16 Constitution saving throw or be poisoned with Void Toxin for 2 hours.
Tail Spines. Ranged Weapon Attack: +6 to hit, reach 20/40 ft., one creature. Hit: 12 (2d8 + 4) piercing damage, and must succeed on a DC 14 Constitution saving throw or be poisoned with Void Toxin for 1 hour.
Void Moan. Each creature within 60 feet of the Void Mantler that can hear its moan and that isn't an aberration or from the Void Realm must succeed on a DC 13 Wisdom saving throw or become frightened until the end of the Void Mantler's next turn. If a creature's saving throw is successful, the creature is immune to the Void Mantler's moan for the next 24 hours.
Void Phantasms (Recharges after a Short or Long Rest). The Void Mantler magically creates three illusory duplicates of itself if it isn't in bright light. The duplicates move with it and mimic its actions, shifting position so as to make it impossible to track which Void Mantler is the real one. If the Void Mantler is ever in an area of bright light, the duplicates disappear.
Whenever any creature targets the Void Mantler with an attack or a harmful spell while a duplicate remains, that creature rolls randomly to determine whether it targets the Void Mantler or one of the duplicates. A creature is unaffected by this magical effect if it can't see or if it relies on senses other than sight.
A duplicate has the Void Mantler's AC and uses its saving throws. If an attack hits a duplicate, or if a duplicate fails a saving throw against an effect that deals damage, the duplicate explodes leaving a 7.5ft sphere of magical darkness that obscures vision of non-void creatures in it.
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