| Mod | Save | ||
|---|---|---|---|
| STR | 14 | +2 | +5 |
| DEX | 12 | +1 | +1 |
| CON | 12 | +1 | +4 |
| Mod | Save | ||
|---|---|---|---|
| INT | 12 | +1 | +1 |
| WIS | 8 | −1 | −1 |
| CHA | 10 | +0 | +0 |
Mimicry. When motionless-and so long as its toothy underside is hidden-the cloaker appears as a normal leather cloak. If riding on the back of a willing creature the cloaker gains advantage on all Dexterity (Stealth) or Charisma (Persuasion) checks to maintain the ruse.
Damage Transfer. When attached to an enemy, if the cloaker is hit with an attack that deals damage, it takes half of that number while the creature it is attached to takes the rest.
Bite. Melee Attack Roll: +3, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage, and if the target is Large or smaller the cloaker attaches to it.
Barbed Tail. Melee Attack Roll: +3, reach 10 ft. Hit: 5 (1d6 + 2) Slashing damage.
Clingy. The cloakeer can attach or detach itself to another creature using its bonus action. A hostile creature beginning its turn with the cloaker attached takse 2 (1d4) Piercing damage. The creature may use its action to make a DC 14 strength check to attempt to remove it.
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