Cloaker
Creature 5 — aberration
Pre-Remaster content. May include legacy alignment.
ShadeSnareLANDAERIALaberrationshadowpsychic
Weird and paranoid creatures that dwell in the Darklands, cloakers resemble hideous, flying manta rays. Crafty and careful hunters, their motivations, their patterns of attack, and even their societies and history are often an inscrutable jumble of contradicting reports, confused rumors, and terrifying accounts. Like many of the stranger creatures of Golarion, cloakers were originally created by the alghollthus, who bred them to spy on their Azlanti thralls. Upon the fall of the Azlanti empire,
Source: pathfinder-bestiary (Pre-Remaster)
Perception +12; darkvision
Languages aklo, sakvroth
Skills deception +14 (+16 to Impersonate a cloak, sheet, or ray), religion +12, stealth +14
Str
+5
Dex
+3
Con
+4
Int
+2
Wis
+3
Cha
+1
AC 22
Fort +13
Ref +12
Will +12
HP 80
Speed 10 feet, fly 30 feet
Offense
Melee Jaws (unarmed) +14, Damage 1d10+7 piercing
Melee Tail (agile, reach-10) +14, Damage 2d6+7 slashing
Abilities
Shadow Shift — Cloakers are Concealed in dim light even to creatures with Low-Light Vision and Darkvision.
Envelop (attack, incapacitation) — The cloaker makes an attack roll with a Envelop{+14} bonus against an adjacent creature's Reflex DC. If it succeeds, it envelops the target, who is Restrained. Attacks that hit an enveloping cloaker deal half their damage to the cloaker and half to the trapped victim. The cloaker can't Fly, and when it moves using its land Speed it moves the enveloped creature with it. The cloaker can make only jaws Strikes against the restrained creature but can make tail Strikes against other creatures.
A creature that voluntarily puts on the cloaker becomes engulfed automatically. A cloaker can engulf only Large or smaller creatures, and no more than one creature at a time.
A creature that voluntarily puts on the cloaker becomes engulfed automatically. A cloaker can engulf only Large or smaller creatures, and no more than one creature at a time.
Infrasonic Moan (auditory, emotion, mental) — The cloaker lets out an infrasonic moan that has one of the effects below. A creature that succeeds at a Will save is unaffected. Any creature that attempts this save becomes temporarily immune for 1 hour. Because the moan is infrasonic, most humanoids don't detect the source of their plight if they aren't already aware of the cloaker.
Fear (fear, incapacitation) DC 22 Will Each creature within a 30-foot emanation becomes Frightened 1 (or, on a critical failure, Frightened 2 and Fleeing until the end of its next turn).
Nausea DC 22 Will Each creature within a 30-foot emanation falls Prone and become Sickened 2.
Stupor DC 22 Will The cloaker targets a single creature within 30 feet. The creature becomes Clumsy 1 and Stupefied 1 for 1 minute.
Fear (fear, incapacitation) DC 22 Will Each creature within a 30-foot emanation becomes Frightened 1 (or, on a critical failure, Frightened 2 and Fleeing until the end of its next turn).
Nausea DC 22 Will Each creature within a 30-foot emanation falls Prone and become Sickened 2.
Stupor DC 22 Will The cloaker targets a single creature within 30 feet. The creature becomes Clumsy 1 and Stupefied 1 for 1 minute.
WORKS WELL WITH
AnvilLAND / AERIALA durable front-liner keeps enemies occupied so this concealed ambusher can drop from cover onto an isolated target.
SniperAERIALA ranged striker finishes a target this creature has already enveloped and restrained before it can break free.
WeaverLANDA caster lands harder follow-up spells on a target that failed its Will save against the fear effect.
PUNISHES
✖ low Will✖ isolated targets✖ melee clumping
Avoid pairing with another Shade; a single surprise-round ambush advantage does not stack cleanly.
Works well with · Punishes · Pairing advice
Unlock with Tactics
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