Cloaker

Large Aberration
Hit Dice: 6d8+18 (45 hp)
Initiative: +7
Speed: 10 ft. (2 squares), fly 40 ft. (average)
Armor Class: 19 (–1 size, +3 Dex, +7 natural), touch 12, flat-footed 16
Base Attack/Grapple: +4/+13
Attack: Tail slap +8 melee (1d6+5)
Full Attack: Tail slap +8 melee (1d6+5) and bite +3 melee (1d4+2)
Space/Reach: 10 ft./10 ft. (5 ft. with bite)
Special Attacks: Moan, engulf
Special Qualities: Darkvision 60 ft., shadow shift
Saves: Fort +5, Ref +5, Will +7
Abilities: Str 21, Dex 16, Con 17, Int 14, Wis 15, Cha 15
Skills: Hide +8, Listen +13, Move Silently +12, Spot +13
Feats: Alertness, Combat Reflexes, Improved Initiative
Environment: Underground
Organization: Solitary, mob (3–6), or flock (7–12)
Challenge Rating: 5
Treasure: Standard
Alignment: Usually chaotic neutral
Advancement: 7–9 HD (Large); 10–18 HD (Huge)
Level Adjustment:

A long black cloak hangs from the cave wall. Suddenly, the cloak slips from the wall and catches a breeze moving through the cavern. Then it unfolds, the cloak becoming dark wings and a bony, whiplike tail unfurling to stretch out behind it. It flies forward, revealing a toothy maw and piercing red eyes deep in the shadows of its raylike body.

Cloakers are bizarre creatures that lurk in dark places far beneath the surface. They kill intruders without remorse or pause, except to plan cruel amusement.

When resting or lying in wait, these creatures are almost impossible to distinguish from common black cloaks (the cloaker’s ivory claws look very much like bone clasps). Only when it unfurls does the horrific nature of the creature become apparent.

Cloakers pursue their own mysterious goals. While they are certainly intelligent, their minds work in a way so alien that few humans have ever been able to make meaningful contact with one.

A cloaker has a wingspan of about 8 feet. It weighs about 100 pounds.

Cloakers speak Undercommon.

Combat

Cloakers usually lie still, watching and listening for prey. If facing a single opponent, a cloaker uses its engulf attack. Against multiple foes, it lashes with its tail in concert with its moan and shadow shift abilities to reduce the opposition’s numbers, then engulfs a survivor. Multiple cloakers usually split up, leaving one or two behind to use special abilities while the rest make melee attacks.

Moan (Ex): A cloaker can emit a dangerous subsonic moan as a standard action. By changing the frequency, the cloaker can cause one of four effects. Cloakers are immune to these sonic, mind-affecting attacks. Unless otherwise specified, a creature that successfully saves against one of these effects cannot be affected by the same moan effect from the same cloaker for 24 hours. All save DCs for moan effects are Charisma-based.

Engulf (Ex): A cloaker can try to wrap a Medium or smaller creature in its body as a standard action. The cloaker attempts a grapple that does not provoke an attack of opportunity. If it wins the grapple check, it establishes a hold and bites the engulfed victim with a +4 bonus on its attack roll. It can still use its whiplike tail to strike at other targets.

Attacks that hit an engulfing cloaker deal half their damage to the monster and half to the trapped victim.

Shadow Shift (Su): A cloaker can manipulate shadows. This ability is effective only in shadowy areas and has three possible effects.

Source: Monster Manual (version 3.5), page 36.