KING
Cloaker

Cloaker

Aberration · Crown of Deception

T3d8Minor

Shadowy flyers mimicking cloaks, cloakers ambush in dark places, wrapping around foes to suffocate while moaning to induce fear and disorientation.

Tier 3  ·  Role Minor  ·  Pool Vigor 3 (+3 overflow)  ·  AC 11  ·  ATK +4  ·  Save DC 15  ·  Dmg 3 (flat)

AC1111 base
Vigor3Tier, plus 3 overflow. Flees at 0, dies at 6 total damage
Move30 ft
Initiatived8rerolled each round
Attack+4d20 + bonus vs AC, two a turn
Damage3flat, crit d8, floored at 3
Save DC15Tier 3 DC
Crit20natural 20 only
StatScoreModDie
Body16--
Mind16--
Sense18--
Heart8--
Cunning18--
Fate14--

A Minor has no attribute mechanics: the scores describe the creature, they do not roll.

Passives

Passive

False Appearance

While motionless it is indistinguishable from a dark leather cloak. In bright light it attacks at disadvantage.

Maneuvers

Maneuver

Engulf

On a hit against an adjacent creature it wraps around them: the target is blinded and restrained and takes 1 Vigor damage at the start of each of its turns until it tears free with a Body check (DC 15).

Maneuver

Moan

A low dirge rolls through the dark. Each creature within 30 ft that can hear makes a Heart save (DC 15) or is frightened for 1 round.

Reactions

Reaction

Shadow Shift

When attacked while in dim light or darkness, it slips 30 ft to another shadowed space before the blow lands; the attack is made at disadvantage.

Tactics

GM tactics

Waits motionless on walls, disguised as a cloak or tapestry. Ambushes the last person in line. Uses Moan if outnumbered, Shadow Shift to break contact, then Engulfs isolated targets. Flees into darkness once half its Vigor is gone.

Running it

Rules

  • Vigor equal to Tier, with an overflow of the same size behind it: 3, then 3 more. Neither half regenerates.
  • A hit deals a flat 3, no roll. A crit (natural 20 only) rolls d8 and never lands below 3.
  • Crits on a natural 20 only.
  • Minor: no stat modifiers or dice in play; its scores describe the creature, they do not roll.
  • At 0 Vigor it breaks and flees, out of the fight but alive; Fanatics fight on into the overflow instead.
  • Total damage reaching 6 kills it outright, and a single blow of 6 or more kills it on the spot.
  • Vigor damage is simply damage against a Minor: its whole pool is Vigor.
  • Two attacks in a normal turn: Tier 3+ Minors get a second.
  • Group morale: when its group loses half its number, fled or dead, the rest check morale.
  • NPCs never take wounds.