Cloaker
11 fields differ · 14 identical
Each creature within 60 feet of the cloaker that can hear its moan and that isn’t an aberration must succeed on a DC 13 Wisdom saving throw or become frightened until the end of the cloaker’s next turn. If a creature’s saving throw is successful, the creature is immune to the cloaker’s moan for the next 24 hours
Wisdom Saving Throw: DC 13, each creature in a 60-foot Emanation originating from the cloaker. Failure: The target has the Frightened condition until the end of the cloaker’s next turn. Success: The target is immune to this cloaker’s Moan for the next 24 hours.
The cloaker makes two attacks: one with its bite and one with its tail.
The cloaker makes one Attach attack and two Tail attacks.
Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 7 (1d8 + 3) slashing damage.
Melee Attack Roll: +6, reach 10 ft. Hit: 8 (1d10 + 3) Slashing damage.
While in bright light, the cloaker has disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight.
While in Bright Light, the cloaker has Disadvantage on attack rolls.