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Monster Manual

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CLOAKERIllus. by T. Lockwood36tacles as a move action. The tentacles grapple with the samestrength as the claw but deal no damage. However, they exude aparalytic secretion. Anyone held in the tentacles must succeed on aDC 19 Fortitude save each round on the chuul’s turn or be paralyzedfor 6 rounds. The save DC is Constitution-based. While heldin the tentacles, paralyzed or not, a victim automatically takes1d8+2 points of damage each round from the creature’s mandibles.Amphibious (Ex): Although chuuls are aquatic, they can surviveindefinitely on land.Skills: A chuul has a +8 racial bonus on any Swim check to performsome special action or avoid a hazard. It can always choose totake 10 on a Swim check, even if distracted or endangered. It can usethe run action while swimming, provided it swims in a straight line.CLOAKERLarge AberrationHit Dice: 6d8+18 (45 hp)Initiative: +7Speed: 10 ft. (2 squares), fly 40 ft. (average)Armor Class: 19 (–1 size, +3 Dex, +7 natural), touch 12,flat-footed 16Base Attack/Grapple: +4/+13Attack: Tail slap +8 melee (1d6+5)Full Attack: Tail slap +8 melee (1d6+5) and bite +3 melee (1d4+2)Space/Reach: 10 ft./10 ft. (5 ft. with bite)Special Attacks: Moan, engulfSpecial Qualities: Darkvision 60 ft., shadowshiftSaves: Fort +5, Ref +5, Will +7Abilities: Str 21, Dex 16, Con 17, Int14, Wis 15, Cha 15Skills: Hide +8, Listen +13, MoveSilently +12, Spot +13Feats: Alertness, CombatReflexes, ImprovedInitiativeEnvironment:UndergroundOrganization: Solitary,mob (3–6), or flock(7–12)Challenge Rating: 5Treasure: StandardAlignment: Usuallychaotic neutralAdvancement: 7–9 HD(Large); 10–18 HD(Huge)Level Adjustment: —A long black cloak hangs from the cave wall. Suddenly, the cloak slipsfrom the wall and catches a breeze moving through the cavern. Thenit unfolds, the cloak becoming dark wings and a bony, whiplike tail unfurlingto stretch out behind it. It flies forward, revealing a toothy maw andpiercing red eyes deep in the shadows of its raylike body.Cloakers are bizarre creatures that lurk in dark places far beneaththe surface. They kill intruders without remorse or pause, exceptto plan cruel amusement.When resting or lying in wait, these creatures are almost impossibleto distinguish from common black cloaks (the cloaker’s ivoryclaws look very much like bone clasps). Only when it unfurls doesthe horrific nature of the creature become apparent.Cloakers pursue their own mysterious goals. While they are certainlyintelligent, their minds work in a way so alien that fewhumans have ever been able to make meaningful contact with one.A cloaker has a wingspan of about 8 feet. It weighs about 100pounds.Cloakers speak Undercommon.COMBATCloakers usually lie still, watching and listening for prey. Iffacing a single opponent, a cloaker uses its engulf attack.Against multiple foes, it lashes with its tail in concert with itsmoan 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 restmake melee attacks.Moan (Ex): A cloaker can emit a dangerous subsonic moan as astandard action. By changing the frequency, the cloaker can causeone of four effects. Cloakers are immune to these sonic, mindaffectingattacks. Unless otherwise specified, a creature that successfullysaves against one of these effects cannot be affected bythe same moan effect from the same cloaker for 24 hours. All saveDCs for moan effects are Charisma-based.Unnerve: Anyone within a 60-foot spread automatically takesa –2 penalty on attack and damage rolls. Those forced to hear themoan for more than 6 consecutive rounds must succeed on aDC 15 Will save or enter a trance, unable to attack or defendthemselves until the moaning stops.Fear: Anyone within a 30-foot spread must succeed on a DC 15Will save or become panicked for 2 rounds.Nausea: Anyone in a 30-footcone must succeed on a DC 15Fortitude save or be overcomeby nausea and weakness.Affected charactersfall prone and becomenauseated for 1d4+1rounds.Stupor: A single creaturewithin 30 feet of thecloaker must succeed ona DC 15 Fortitude saveor be affected as thoughby a hold monster spellfor 5 rounds. Even after asuccessful save, the creaturemust repeat the save ifthe cloaker uses this effectagain.Engulf (Ex): A cloaker cantry to wrap a Medium or smallercreature in its body as a standardaction. The cloaker attempts a grapplethat does not provoke an attack ofopportunity. If it wins the grapplecheck, it establishes a hold and bites theengulfed victim with a +4 bonus on itsCloakerattack roll. It can still use its whipliketail to strike at other targets.Attacks that hit an engulfing cloakerdeal half their damage to the monster and half to the trappedvictim.Shadow Shift (Su): A cloaker can manipulate shadows. Thisability is effective only in shadowy areas and has three possibleeffects.Obscure Vision: The cloaker gains concealment (20% misschance) for 1d4 rounds.Dancing Images: This effect duplicates a mirror image spell (casterlevel 6th).Silent Image: This effect duplicates a silent image spell (DC 15,caster level 6th). The save DC is Charisma-based.

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