Gargantuan Aberration, Chaotic Neutral
Armor Class 19 (natural armor)
Hit Points 232 (15d20 + 75)
Speed 15 ft., fly 100 ft.
STR
25 (+7)
DEX
17 (+3)
CON
20 (+5)
INT
22 (+6)
WIS
20 (+5)
CHA
21 (+5)
Saving Throws DEX +8, CON +10, WIS +10
Skills Perception +10, Stealth +11
Senses Darkvision 120 ft., Passive Perception 20
Languages Deep Speech, Undercommon
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

Damage Transfer. While attached to a creature, the cloaker takes only half the damage dealt to it (rounded down), and that creature takes the other half.

False Appearance. While the cloaker remains motionless without its underside exposed, it is indistinguishable from a shadow or black ceiling.

 

Legendary Resistance (2/Day). When the cloaker fails a saving throw, it can choose to succeed instead.

Light Sensitivity. While in bright light, the cloaker has disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight.

Actions

Multiattack. The cloaker makes two attacks: one with its bite and one with its tail. If the cloaker is attached to a target, it can use two claws attacks instead of its tail.

Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one creature. Hit: 16 (2d8 + 7) piercing damage, and the cloaker attaches to it. If the cloaker has advantage against the target, the cloaker attaches to the target's head, and the target is blinded and unable to breathe while the cloaker is attached. While attached, the cloaker can make this attack only against the target and has advantage on the attack roll. The cloaker can detach itself by spending 5 feet of its movement. A creature, including the target, can take its action to detach the cloaker by succeeding on a DC 22 Strength check.

Claws. Melee Weapon Attack: +12 to hit, reach 5 ft., one creature. Hit: 14 (2d6 + 7) piercing damage. The cloaker can only use this attack against a creature that the cloaker is attached.

Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one creature. Hit: 16 (2d8 + 7) slashing damage.

Moan. Each creature within 60 feet of the cloaker that can hear its moan must succeed on a DC 18 Wisdom saving throw (cloakers automatically fail it). If the victim misses it and is an aberration, the creature is charmed as long as the cloaker is not dead. A creature charmed by the cloaker always obeys its commands, as long as the order is not harmful to it. If a creature that is not an aberration fails its saving throw, it becomes frightened until the end of the cloaker's next turn. When frightened in this way, a creature will be paralyzed.

 Spawn Cloaker (Recharge 6). The cloaker lord splits himself with strange and chaotic energy.

The cloaker lord thus has a 50% chance of summoning a fully grown cloaker, under the influence of the cloaker lord, as specified in the "moan" action. 

Legendary Actions

The cloaker can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The cloaker regains spent legendary actions at the start of its turn.

Detect. The cloaker makes a Wisdom (Perception) check.

Tail Attack. The cloaker makes one tail attack.

Command Aberration. The cloaker targets one aberration in a range of 30 ft. The commanded aberration can make a melee weapon attack as a reaction with advantage on the attack roll.

Description

Sometimes a cloaker will mutate. Maybe it is a programmed fate for some high status cloakers, or maybe it is a random mutation due to far realm energy. In any case, such a cloaker's neck (if it could be called a neck) grows longer, its teeth grow larger, its eyes glaze over, its bones clasps metamorphose into two pairs of chitinous claws, and its tail becomes disproportionately long compared to its body.

Aberrant Fate. This new cloaker is called cloaker lord or sometimes cloaker queen, even if cloakers have no gender. Much larger but just as stealthy and clever as a normal cloaker, this monster rests in the depths of its cave if it is not disturbed or hungry. A cloaker lord is often impatient and never uses its moan for very long in front of "creatures as insignificant as humanoids". It prefers to hide in the shadows and kill before his teammates notice. When faced with serious aberrant threats, such as a beholder, a cloaker lord will try to put him under her will by moaning, and if necessary, he will kill him at all costs. A cloaker lord is too big to make mirror images, especially in its cave, however it can split up with strange magic.

Spirit Slower. In normal cases, cloakers hunt, hide, hunt again, and then gather (around a leader or not) to discuss potential dangers and dark plans. As soon as a cloaker lord appears in the vicinity, this cycle is disrupted. The cloakers no longer act of their own free will and only obey the moaning of the newcomer. Cloakers in the moaning's area of effect never leave it intentionally, giving most of their holds to the cloaker lord and defending it whenever they need to be called upon. Moreover, when any aberration falls under the sway of this monster (which unfortunately does not happen for sure for the cloaker lord), it acts like the cloakers in the area. When a cloaker lord dies, its entire hold disappears instantly and its "slaves" leave as if nothing had happened (however, creatures like beholders and aboleths may remember this for a long time and have a grudge against the whole species).

Cave Invader. A cloaker lord settles in an underground tunnel system (like the underdark) large enough to accommodate his gargantuan body. A cloaker lord will usually choose a place rich in fungus (again, the underdark) to sustain itself and its "offspring" if there is not enough meat. Then, the monster will stay there a long time, invading the surroundings with cloakers spawned from its magic. Such rapid spawning quickly creates an overpopulation, and after two or three years, the cloaker lord abandons its cave to settle elsewhere and repeat the same operation. When such a monster dies, a veritable swarm of cloakers spreads in the surroundings.

Dark Purposes. Since the phenomenon that turns cloakers into such monsters is so rare, there are only a dozen cloaker lords in the entire world. Some of them live in the caves of the material plane, others spread out in the shadowfells, in the elemental plane of the earth, and perhaps even in outer planes like Pandemonium. Each cloaker lord has a different purpose, often unknown to non-aberrants. It is reported that one of them wishes to eliminate the mortals of this world, another plans to invade the entire multiverse, and one travels to obtain magical omnipotence. 

Lair and Lair Actions

A cloaker queen settles in caves large enough to accommodate it, often rich in fungus of all kinds. The whole area is invaded by aggressive cloakers coming from both inside and outside.

Lair Actions

In his lair, the cloaker queen can use his moan as a lair action for other purposes, such as luring normal cloakers to ambush. On initiative count 20 (losing initiative ties), the cloaker takes a lair action to cause one of the following effects:

  • The cloaker queen makes an inaudible moan and attracts 1 normal cloaker within 120 ft. This cloaker must use his entire turn to get as close as possible and as stealthily as possible to 30 ft from the cloaker queen.
  • The cloaker queen manipulates shadows and extinguishes all forms of light (magical or not) within 120 ft for 1d4 rounds. During this time, any activated light will not function. The sense of darkvision still works, however. At the end of this time, the light returns as if time had passed normally, meaning that if a torch or light spell should come to an end during the 1d4 rounds, it will not relight. 

Regional Effects

The influence of the cloaker queen and his moans extends over 3 miles, which creates all the following effects:

  • All forms of fungus are partially eaten and unfit for consumption because they are contaminated by the saliva of the cloakers. A creature that is not an aberration and eats them will not receive any benefits from eating a meal and must pass a Constitution saving throw or take 5d6 poison damage. 
  • There are swarms of cloakers flying over the area. There are unusually aggressive and attack every non-aberrant creature.
  • It is possible to find weapons, armor, and miscellaneous items littering the ground from the victims of the cloakers.
  • A constant eerie moan from the cloaker hordes is present in the area. Any creature that is not an aberration entering for the first time must succeed on a DC 15 Wisdom saving throw or be frightened from the source unless it leaves the area for 24 hours. Any aberration that enters the area must pass a DC 17 Wisdom saving throw or be subject to the special effect of cloaker queen moaning.

If the cloaker queen dies, the cloakers immediately return to normal and disperse. The others effects fade over the course of 1d6 days.

 

Previous Versions

Name Date Modified Views Adds Version Actions
4/8/2021 5:11:52 PM
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4/11/2021 3:33:19 PM
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8/19/2021 7:08:59 PM
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Monster Tags: aberration

Habitat: Underdark

Yoshivert555

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