False Appearance. While the caper remains motionless without its underside exposed, it is indistinguishable from a dark leather cloak.
Light Sensitivity. While in bright light, the cloaker has disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d6 + 3) piercing damage, and if the target is Large or smaller, the caper attaches to it. If the caper has advantage against the target, the caper attaches to the target's head, and the target is blinded while the caper is attached. While attached, the caper can make this attack only against the target and has advantage on the attack roll. The caper can detach itself by spending 5 feet of its movement. A creature, including the target, can take its action to detach the caper by succeeding on a DC 12 Strength check. The caper is not large enough to prevent its victim from breathing
Moan. Each creature within 60 feet of the caper that can hear its moan and that isn't an aberration must succeed on a DC 13 Wisdom saving throw or become frightened until the end of the cloaker's next turn. If a creature's saving throw is successful, the creature is immune to the cloaker's moan for the next 24 hours.
Tail. The caper's tail has not yet grown in and cannot be used as a weapon.
Description
The caper is a cloaker pup. While this smaller offspring lacks a mature tail and the ability to create illusory duplicates, it can bite, grapple, and moan similar to a full-groan cloaker.
Capers are born capable of flying and defending themselves. They are careful, crafty, and incredibly cute.
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