CLOAKER
(Tenebra Complexor)

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>