Cloaker | Size & Type (subtype): | Large Aberration | Hit Dice: | 6d8+18 (45) | Initiative: | +7 (+3 Dex, +4 Improved Initiative) | Speed: | 10 ft., fly 40 ft. (average) | Armor Class: | 19 (-1 size, +3 Dex, +7 natural) | Attacks: | Tail slap +8 melee, bite +3 melee | Damage: | Tail slap 1d6+5, bite 1d4+2 | Face and Reach: | 5 ft. by 5 ft./10 ft. (5 ft. with bite) | Special Attacks: | Moan, engulf | Special Qualities: | Shadow shift | Saving Throws | Fortitude: 5 Reflex: 5 Will: 7
| Abilities: | Str: 21 Dex: 16 Con: 17 Int: 14 Wis: 15 Cha: 15 | Skills: | Hide +12, Listen +11, Move Silently +12, Spot +11 | Feats: | Alertness, Improved Initiative | Climate and Terrain: | Underground | Climate: | cold,temperate,warm | Terrain: | underground | Organization: | Solitary, mob (3-6), or flock (7-12) | Challenge Rating: | 5 | Challenge Rating Value: | 5 | Treasure: | Standard | Alignment: | Usually chaotic neutral | Advancement: | 7-9 HD (Large); 10-18 HD (Huge) |
| Description: |
Combat
Cloakers usually lie still, watching and listening for prey.
If facing a single opponent, a cloaker uses its engulf attack.
Against multiple foes, it lashes with its tail in concert with
its moan and shadow shift abilities to reduce the
opposition's numbers, then engulfs a survivor. Multiple
cloakers usually split up, leaving one or two behind to use
special abilities while the rest attack.
Moan (Ex): A cloaker can emit a dangerous subsonic moan
instead of biting. By changing the frequency, the cloaker may
cause one of four effects. Cloakers are immune to these sonic,
mind-affecting attacks. Unless noted otherwise, creatures who
successfully save against these effects cannot be affected by the
same moan effect from the same cloaker for one day.
- Unnerve: All within an 80-foot spread automatically
suffer a -2 morale penalty to attack and damage rolls.
Those forced to hear the moan for more than 6 consecutive
rounds must succeed at a Will save (DC 15) or enter a
trance, unable to attack or defend themselves until the
moaning stops. Even on a success, they must repeat the
save in each round the moaning continues.
- Fear: All those within a 30-foot spread must succeed at a
Will save (DC 15) or flee in terror for 2 rounds.
- Nausea: Everyone in a 30-foot cone must succeed at a
Fortitude save (DC 15) or be overcome by nausea and
weakness. Affected characters fall to the ground and are
unable to take any actions, including defending
themselves, for 1d4+1 rounds.
- Stupor: A single creature within 30 feet of the cloaker
must succeed at a Fortitude save (DC 15) or be affected
as though by a hold person spell for 5 rounds. Even after
a successful save, the creature must repeat the save if
the cloaker uses this effect again.
Engulf (Ex): A cloaker can try to wrap a Medium-size or
smaller creature in its body as a standard action. The cloaker
attempts a grapple that does not provoke an attack of
opportunity. If it gets a hold, it bites the engulfed victim with
a +4 attack bonus. It can still use its whiplike tail to strike
at other targets. Attacks that hit an engulfing cloaker deal half
their damage to the monster and half to the trapped victim.
Shadow Shift (Su): Cloakers can manipulate shadows. This
ability is effective only in shadowy areas and has several
possible effects.
- Obscure Vision: The cloaker gains one-quarter
concealment (10% miss chance) for 1d4 rounds.
- Dancing Images: This duplicates a mirror image spell cast
by a 6th-level sorcerer.
- Silent Image: This duplicates a silent image spell cast
by a 6th-level sorcerer.
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