FREQUENCY: Very rare
FREQUENCY:
Very rare ([Dungeon Level V])
NO. APPEARING: 1-4
ARMOR CLASS: 3 (1)
MOVE: 1" / 15" (MC: D)
HIT DICE: 6
% IN LAIR: 15%
TREASURE TYPE: [C]
NO. OF ATTACKS: 2
+ special ~ 13
DAMAGE/ATTACK: 1-6/1-6 +special
SPECIAL ATTACKS: [SB]
SPECIAL DEFENSES: [SB]
MAGIC RESISTANCE: Standard
INTELLIGENCE: High
ALIGNMENT: Chaotic neutral
SIZE: L
LEVEL/X.P. VALUE: V | 350
+ 8
A cloaker is a shadow-dwelling,
unearthly creature. They are normally
only encountered in deep,
dark caverns, far beneath the earth. Though
they are highly intelligent,
their thought processes are alien to most races
and usually only magic-users
are able to communicate with them.
A cloaker resembles a large
semicircular cloak or blanket with two claw-like appendages at
the tips and a long, mace-like
tail. Black eye spots cover
its back like buttons on
a cloak, and when the tail is hidden it is almost
impossible to distinguish
a cloaker from a real cloak. In the middle of its
front is a large gaping
mouth and 2 glowing red eyespots. Because
of all of
its eyes a cloaker cannot
be surprised by an attack from the rear side.
Cloakers are lightweight
and can fly at a rate of 15" or creep with their
claws along walls at 1 ".
Cloakers attack by flying
at a character and wrapping the victim in their
folds, pinning the victim's
arms, and preventing the victim from returning
the attack. Once a character
is wrapped a cloaker may then bite at the
victim's belly or back;
points of damage done are 1-4 plus the unadjusted
armor class of the victim.
The cloaker may normally strike with its tail
twice per round for 1-6
points of damage. It often uses its tail to fend off
attackers while slaying
its enveloped victim. The tail is AC 1 and
can take 16 points of damage
before being cut off.
Any attacks on the cloaker
while it is wrapped around a victim will cause
half-damage to the victim
and half-damage to the cloaker. Area effect
attacks such as a fire-based
spell will cause full damage to both victim and
cloaker.
Moan: Cloakers regularly
emit a subsonic moaning. The effects of this moaning
are blocked by stone. Cloakers
may not bite and moan at the same time.
This moaning can cause several
effects as the monster desires.
Moan,
1st Intensity: The
lowest
intensity level of moaning causes nervousness and unease to all
who are
within range. It will numb the minds of those who listen to it for
more
than 6 consecutive turns, making them zombie-like. Anyone within
hearing
range of this moaning will fight at -2 to hit and damage. This effect
has a
range of 80 feet.
Moan,
2nd Intensity: The 2nd level of intensity evokes fear, as would a fear
spell within a
30-foot
range. Characters must save vs. spells or run in terror. The
duration
of this fear will last only 2 rounds.
Moan,
3rd Intensity: The 3rd level of intensity causes nausea and weakness
very similar to that
caused
by a stinking cloud spell. The area of effect is a cone 30 feet long
and 20
feet wide at its open end. The effect will last for 2-5 rounds.
Anyone
caught within the area of effect must save vs. poison or be
helpless
due to nausea.
Moan,
4th Intensity: The 4th level of intensityactsasaholdpersonspell.Thiseffectcanonly
be
used
on 1 target at a time, up to a 30-foot range. The effect lasts 5 rounds.
The effects
of a cloaker’s moaning can be neutralized by use of a neutralize poison
spell.
Manipulate
Shadows: A cloaker also has the power to manipulate shadows. It may
use shadows
to
hide in or obscure its opponent’s sight, increasing its own armor class
to
1.
The shadow manipulation is precise enough to allow the cloaker to
produce
shadowy images. When shrouded in shadows the cloaker can
even
produce shadow doubles of itself real enough to fool attackers (treat
as
a mirror image spell). A light spell
will blind a cloaker and prevent
shadow
shifting.
Cloaker
(DSG):
The members of this mysterious race are referred to as the true
children
of the earth. Although probably native to the Prime
Plane,
cloakers and their kin seem to have strong ties to the Elemental
Plane of Earth. Cloakers are the most intelligent variety of
their
type, which includes lurkers, miners, trappers, and mantari.
The
other creatures often accompany cloakers, seemingly as
servants.
Cloakers
resist all contact with other races. Attempts to deal
with
the cloakers always result in violence and bloodshed.
The
cloaker culture appears to have little organization. They
neither
use tools nor build permanent structures. When danger
threatens
a community, each cloaker seems to sense what it
should
to do further the best interests of the community. Though
cloaker
territories are easily conquered by organized foes, savage
guerrilla
warfare often convinces the conquerors to relinquish
their
gains. Cloakers sacrifice their less-intelligent kin in
great
numbers defeat an enemy.
For more information on the cloakers, see Monster Manual II. <edit>