
Cloakers are large flying manta ray-like monsters that camouflage themselves as leather cloaks and ambush their prey. It is unlikely that a PC would know a cloaker is around and able to be seduced. As they are often solitary, chaotic creatures, not much is known about the mating habits of the cloakers. They have been seen performing courtship rituals and are known to have reproduced asexually. Manta rays mate sexually, but they do have an elaborate chase sequence involving up to 30 male suitors following one female which is such a fun concept to spring on PCs.
The creature’s leathery wings beat rhythmically as it hovers, assessing you and your seductive invitation. You imagine what it would feel like to be swaddled gently in such a muscular cloak of wings. Suddenly, the beast snarls something in Undercommon (If the PC speaks Undercommon: “Run little adventurer.”) and lunges forward.
Compare the PC’s move speed vs the cloaker’s fly speed of 40ft.
If the cloaker is faster:The heavy weight of two large muscular wings envelope you from either side and you are shroud in darkness. Not that this isn’t how you thought it would end, but you thought you’d have put on a better seductive chase. Twisting within the cloaker’s firm grip, you hastily remove your clothes. Sharp teeth sting as they grip your neck and a low moan emanates from the creatures engulfing you.
PC takes piercing damage from the bite: 1d6+5 (Pathfinder) or 2d6+3 (5e)
Any other PC in a 60ft radius is subjected to the Moan effect.
Relaxing into the creature’s embrace, you feel a thin, flexible tendril exploring your nether regions. It prods at your entrance until it slips inside.
PC takes additional piercing damage from the probe: 1d6+3.
A hissing voice whispers in your ear in Undercommon (If the PC speaks Undercommon: “You can offer me nothing I cannot do better myself.”) as the wings begin to cinch down. The warm darkness shifts from the comforting caress of a weighted blanket to claustrophobic. Your breathing becomes faster until the creatures grip tightens to the point that you can no longer draw air.
Roll for Initiative. The PC starts the combat with the cloaker attached or with the Engulfed condition. Increase the DC for the PC to break free by +3 to address the “probe” and remember that the PC is nude if/when they break free.
If the PC is faster: You lead the cloaker in a merry race, always stepping just out its engulfing wings. You begin to take corners blindly, focusing instead on your pursuer. You round one more corner and pause, waiting to see if you are still being pursued, but there is nothing following you.
The cloaker will get bored of this chase and give up at the 160ft mark (or after 3 turns from its original room). It hides in a new shadow with a +8 to disguise itself once again as a plain leather cloak.
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