Huge Aberration, Chaotic Neutral
Armor Class 16 (natural armor)
Hit Points 133 (14d10 + 42)
Speed 10 ft., Fly 50 ft.
STR
21 (+5)
DEX
15 (+2)
CON
16 (+3)
INT
16 (+3)
WIS
14 (+2)
CHA
16 (+3)
Saving Throws DEX +8, INT +9, WIS +8, CHA +9
Skills Intimidation +9, Perception +8, Stealth +8
Senses Darkvision 60 ft., Passive Perception 18
Languages Deep Speech, Undercommon
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

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

False Appearance. While the cloaker lord remains motionless without its underside exposed, it is indistinguishable from a dark leather cloak.

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

Innate Spellcasting (Psionics). The cloaker lord's spellcasting ability is Intelligence (spell save DC 17). The cloaker lord can innately cast the following spells, without providing material components:

At will: darkness, invisibility, phantasmal force

3/day each: evard's black tentacles, major image, stinking cloud

2/day each: dominate person, hold monster, negative energy flood

1/day each: maddening darkness, plane shift

Actions

Multiattack. The cloaker lord uses Command Cloaker. It then makes two attacks: one with its bite and one with its tail. It can use its moan or disrupting moan in place of its bite.

Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one creature. Hit: 12 (3d6 + 5) piercing damage, and if the target is Large or smaller, the cloaker lord attaches to it. lf the cloaker lord has advantage against the target, the cloaker lord attaches to the target's head, and the target is blinded and unable to breathe while the cloaker lord is attached. While attached, the cloaker lord can make this attack only against the target and has advantage on the attack roll. The cloaker lord can detach itself by spending 5 feet of its movement. A creature, including the target, can take its action to detach the cloaker lord by succeeding on a DC 19 Strength check. 

Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one creature. Hit: (1d10 + 5) piercing damage.

Command Cloaker. The cloaker lord targets an allied cloaker within 30 feet that can see and hear the cloaker lord. The target uses its reaction to move up to half its speed and make one melee attack.

Moan. Each creature within 60 feet of the cloaker lord that can hear its moan and that isn't an aberration must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. If the target's saving throw fails by 5 or more, it is paralyzed while frightened in this way. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful, the creature is immune to the cloaker lord's moan for the next 24 hours.

Disrupting Moan (Recharges 5-6). Each creature within 60 feet of the cloaker lord that can hear its moan and that isn't an aberration must succeed on a DC 17 Intelligence saving throw. On a failed save, the target takes 21 (4d8+3) psychic damage and is stunned until the end of its next turn. On a successful save, the target takes half as much damage and isn't stunned.

Phantasms (Recharges 5-6). The cloaker lord magically creates four 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 cloaker lord is the real one. If the cloaker lord is ever in an area of bright light, the duplicates disappear. Whenever any creature targets the cloaker lord with an attack or a harmful spell while a duplicate remains, that creature rolls randomly to determine whether it targets the cloaker lord 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 cloaker lord'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 disappears.

Legendary Actions

The cloaker lord 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 lord regains spent legendary actions at the start of its turn.

Move. The cloaker lord moves up to half its speed without provoking opportunity attacks.

Tail. The cloaker lord makes a tail attack.

Command Cloaker. The cloaker lord targets an allied cloaker within 30 feet that can see and hear the cloaker lord. The target uses its reaction to move up to half its speed and make one melee attack.

Cast a Spell (Costs 2 Actions). The cloaker casts a spell from its list of innate spells, using a spell slot as normal.

Description

Cloaker Lords are huge shadows that take to the air, having an average wingspan of 30 feet. They are the highly intelligent supreme leaders and rulers of all cloakerkind and sometimes lead their kin in daring raids against Underdark drow, svirfneblin, and illithid communities. However, cloaker lords prefer to stay within the confines of their lairs, sending out cloakers to scout and do their bidding. They are never without at least half a dozen cloakers nearby as bodyguards.

   When forced into combat, a cloaker lord first unleashes its spells and uses its phantasm for protection. When it finds a suitable vulnerable target, such as a spellcaster, it targets that for its bite attack and attachment. While attached to its victim, the cloaker lord will fend off attackers with its tail, disrupting moan, and commanded cloakers.

Monster Tags: aberration

Habitat: Underdark

SadHorizon

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