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)
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 16 | - | - |
| Mind | 16 | - | - |
| Sense | 18 | - | - |
| Heart | 8 | - | - |
| Cunning | 18 | - | - |
| Fate | 14 | - | - |
A Minor has no attribute mechanics: the scores describe the creature, they do not roll.
Passives
False Appearance
While motionless it is indistinguishable from a dark leather cloak. In bright light it attacks at disadvantage.
Maneuvers
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).
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
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.