Large Aberration, Chaotic Neutral
Armor Class 19 (natural armor)
Hit Points 87 (20d10 + 18)
Speed 40 ft., Fly 60 ft.
STR
17 (+3)
DEX
19 (+4)
CON
14 (+2)
INT
14 (+2)
WIS
18 (+4)
CHA
4 (-3)
Saving Throws DEX +7, CON +5, INT +5
Skills Stealth +5
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks while in Dim Light or Darkness
Damage Immunities Acid, Bludgeoning
Condition Immunities Frightened, Grappled, Invisible, Paralyzed
Senses Darkvision 60 ft., Passive Perception 18
Languages Common, Deep Speech, Undercommon
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

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

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

Actions

Multiattack. The cloaked makes two attacks: one with its claw and one with its tentacle.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 10 (3d6 + 4) piercing damage, and if the attack hits the opponent has to make a DC 19 constitution saving throw or be sickened 1 and take 2d4 persistent bleed damage.

Tentacle. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 7 (1d8 + 3) slashing damage.

Cackle. Each creature within 60 feet of the cloaked that can hear its cackle and that isn't an aberration must succeed on a DC 19 Wisdom saving throw or become frightened until the end of the cloaked's next turn. If a creature's saving throw is successful, the creature is immune to the cloaked's cackle for the next 24 hours.

Phantasms (Recharges after a Short or Long Rest). The cloaked 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 cloaked is the real one. If the cloaked is ever in an area of bright light, the duplicates disappear.

Whenever any creature targets the cloaked with an attack or a harmful spell while a duplicate remains, that creature rolls randomly to determine whether it targets the cloaked 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 cloaked'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.

Teleport. Once per turn the cloaked can teleport up to 80 feet.

Bonus Actions

Disappear. Once per turn the cloaked can make a DC 14 stealth check, if succeeful the cloaked becomes invisible for two of its turns

Reactions

Return Spell. When a spell or cantrip no higher than 6th level is cast, the cloaked immediately negates the spell then the caster of the spell immediately is effected by the spell.

Legendary Actions

Become Darkness. Once per turn the cloaked can become a hideous abomination made of darkness and shadows. All apposing creatures must make a DC 19 dexterity saving throw or take 3d6 slashing and 1d12 necrotic. They also have to make a DC 19 Wisdom save or be blinded and frightened until the cloaked has taken 10 damage.

Description

The cloaked is deadly mercenary formed from a horrific experiment involving a human being injected with cloaker blood. The result being a terrifying cross between human and cloaker. The cloaked is currently stationed in the city of Neros

Habitat: Urban

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