Eternal winter world illustration - Grimdark theme
Grimdark

Eternal winter

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Desolate, endless winter, sweeping across barren land littered with the ruins of times past.


Author's Note: In a frigid, desolate world, howling winds sweep across endless stretches of barren land, littered with the remnants of forgotten civilizations. Crumbling structures peek through layers of ice and snow, their once-vibrant stories silenced. Scavengers roam this frozen wasteland, bartering with salvaged artifacts—rusted machinery, tattered relics, and fragments of history—each a precious currency against the harshness of enduring cold, where survival hinges on the shared memories of a lost age. In a frigid world, the sun is essential for survival. Its rays temporarily melt the harsh chill, awakening life and hope in the barren landscape. Scavengers rely on its warmth to stave off frostbite and navigate their cold expanse. Without the sun's embrace, despair looms—a reminder that each day is a precious gift against the relentless freeze.
Played3 times
Cloned0 times
Created
199 days ago
Last Updated
14 days ago
VisibilityPublic
Cloaker
CR 8Large Aberration
Cloaker
HP Range24 - 132 (Avg: 78)
AC14
XP3900
Details
SizeLarge
TypeAberration
CR8
XP3900
LanguagesDeep Speech, Undercommon
Defenses
Armor Class14
HP Range24 - 132 (Avg: 78)
Damage VulnerabilitiesNone
Damage ResistancesNone
Damage ImmunitiesNone
Condition ImmunitiesNone
Actions

Bite

Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) piercing damage, and if the target is Large or smaller, the cloaker attaches to it. If the cloaker has advantage against the target, the cloaker attaches to the target's head, and the target is blinded and unable to breathe while the cloaker is attached. While attached, the cloaker can make this attack only against the target and has advantage on the attack roll. The cloaker can detach itself by spending 5 feet of its movement. A creature, including the target, can take its action to detach the cloaker by succeeding on a DC 16 Strength check.

Moan

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.

Multiattack

The cloaker makes two attacks: one with its bite and one with its tail.

Phantasms

The cloaker magically creates three illusory duplicates of itself if it isn't in bright light. The duplicates move with it and mimic its actions, shifting position so as to make it impossible to track which cloaker is the real one. If the cloaker is ever in an area of bright light, the duplicates disappear. Whenever any creature targets the cloaker with an attack or a harmful spell while a duplicate remains, that creature rolls randomly to determine whether it targets the cloaker or one of the duplicates. A creature is unaffected by this magical effect if it can't see or if it relies on senses other than sight. A duplicate has the cloaker's AC and uses its saving throws. If an attack hits a duplicate, or if a duplicate fails a saving throw against an effect that deals damage, the duplicate disappears.

Tail

Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 7 (1d8 + 3) slashing damage.

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
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