CLOAKER
%
In Lair: 40%
Dungeon:
Solitary (1)/Rack (1d4)
Wilderness:
Solitary (1)/Rack (1d2)
Alignment:
Chaotic
Movement:
10' (3')
Fly: 150'
(50')
AC:
6
Hit
Dice: 6**
Attacks:
2 (tails) or 1 (bite)
Damage:
1d6/1d6
Save:
F6
Morale:
0
TT:
H
XP:
820
When
resting or lying in wait, these creatures are almost impossible to
distinguish from common black cloaks (the cloaker's ivory claws look
very much like bone clasps).
When
it unfurls itself and moves to attack, however, its true nature
becomes all too obvious. At this point, its white underside is clear
and the monster’s face is fully visible. This face, with the glow
of its two piercing, red eyes and the needle-like fangs that line its
mouth, is a truly horrible sight. At this point, the monster also
uncurls the whip-like tail at its trailing edge and begins to swish
it back and forth in anticipation.
Cloakers
receive a +3 bonus to surprise rolls. If an attack roll is
successful, a cloaker engulfs its prey within its folds. Any creature
that falls victim to this attack is all but helpless and can be
bitten easily (no roll required) for 1d4 points of damage and their
target is grappled. Shields offer no protection from such attacks.
Any attacks made on the cloaker inflict half their damage to the
cloaker and the other half to the trapped victim. Area effect spells,
such as fireball, cause full damage to both the monster and its
victim.
A
cloaker can emit a dangerous subsonic moan as an attack. By changing
the frequency, the cloaker can cause one of four effects. Cloakers
are immune to these sonic, mind-affecting attacks. Unless otherwise
specified, a creature that successfully saves against one of these
effects cannot be affected by the same moan effect from the same
cloaker for 24 hours. If a cloaker moans, it can not use it's bite
attack in the same round.
Unnerve:
Anyone within a 60' spread automatically takes a -2 penalty on attack
and damage rolls. There is no save against this attack.
Fear:
Anyone within a 30' spread must succeed on a save vs. spells or flee
in terror for 2 rounds.
Nausea:
Anyone in a 30' cone must succeed on a Save vs. Poison or be overcome
by nausea and weakness. Affected characters fall prone and become
nauseated for 1d4+1 rounds. During this time, those who fail their
saving throws are unable to act in any manner.
Stupor:
A single creature within 30' of the cloaker must succeed on a Save
vs. Spells or be affected as 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.
Each
of the various effects of the cloaker’s moan can be defeated by the
use of a neutralize poison spell on a victim.
Cloakers
also have the power to manipulate shadows. Known as shadow shifting,
this power can be used in a number of ways, but in only one
particular manner at any given time. The cloaker can employ its
shadow shifting ability to obscure its opponents’ vision, thus
bettering its Armor Class to 9. Or, the creature can produce precise
images from the shadows that can be used to trick its adversaries.
One common means of employing these images is to create a duplicate
of the cloaker to draw away enemy attacks. If this method of shadow
shifting is employed, it can be treated as a mirror image spell that
creates 1d4+2 images. Otherwise, the shadows can be considered to be
similar to a phantasmal force force spell.
The
thought processes of cloakers are utterly alien to most other life
forms. As such, they can only be communicated with by mages who have
devoted long hours to training their minds in the arcane discipline
necessary to understand these creatures.
Wow, I'd have rated that set of powers a lot higher than **.
ReplyDeleteThat's probably fair. The asterisks are more art than science. This monster is pretty tough, and worth a lot of xp, if used to harrass. It's less nasty in a scenario where it can't hide or run. It might be worth 6***, which would make it 1070 xp.
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