Large Aberration, Chaotic Neutral
Armor Class 14 (natural armor)
Hit Points 84 (13d10 + 13)
Speed 10 ft., Fly 40 ft.
STR
18 (+4)
DEX
15 (+2)
CON
13 (+1)
INT
16 (+3)
WIS
12 (+1)
CHA
15 (+2)
Saving Throws INT +6, WIS +4
Skills Stealth +5
Senses Darkvision 60 ft., Passive Perception 11
Languages Deep Speech, Undercommon
Challenge 8 (3,900 XP)
Proficiency Bonus +3
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 (rounded up).

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

Cloaker Master. The cloaker lord can command other cloakers to its will.

Timeless Nature. The cloaker lord doesn't age and is immune to effects that would age it.

Actions

Multiattack. The cloaker lord makes two attacks: one with its bite and one with its tail.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) piercing damage, and if the target is Huge or smaller, the cloaker lord attaches to it. If 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 17 Strength check.

Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 7 (1d8 + 3) slashing damage.

Innate Spellcasting. The cloaker lord can cast the following spells, all only using verbal components.

At will: Minor illusion, prestidigitation

3/day: Summon shadowspawn

2/day: Summon Aberration

1/day: Plane shift

Moan. Each creature within 90 feet of the cloaker lord that can hear its moan and that isn't an aberration must succeed on a DC 15 Wisdom saving throw or become frightened until the end of the cloaker lord's next turn. If a creature's saving throw is successful, the creature is immune to the cloaker lord's moan for the next 24 hours.

Phantasms (Recharge 6). The cloaker lord 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 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.

Monster Tags: aberration

Habitat: Underdark

ResnepsNrobnogard

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