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System Reference Document 5.2.1
Paralyzing Tentacles. Constitution Saving Throw: DC 
13, one creature Grappled by the chuul. Failure: The 
target has the Poisoned condition and repeats the save 
at the end of each of its turns, ending the effect on itself 
on a success. After 1 minute, it succeeds automatically. 
While Poisoned, the target has the Paralyzed condition.
Clay Golem
Clay Golem
Large Construct, Unaligned
AC 14  Initiative +3 (13)
HP 123 (13d10 + 52)
Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE
Str 20 +5 +5 Dex 9 −1 −1 Con 18 +4 +4
Int 3 −4 −4 WIS 8 −1 −1 Cha 1 −5 −5
Resistances Bludgeoning, Piercing, Slashing
Immunities Acid, Poison, Psychic; Charmed, Exhaustion, 
Frightened, Paralyzed, Petrified, Poisoned
Senses Darkvision 60 ft.; Passive Perception 9
Languages Common plus one other language
CR 9 (XP 5,000; PB +4)
Traits
Acid Absorption. Whenever the golem is subjected to 
Acid damage, it takes no damage and instead regains a 
number of Hit Points equal to the Acid damage dealt.
Berserk. Whenever the golem starts its turn Bloodied, 
roll 1d6. On a 6, the golem goes berserk. On each of 
its turns while berserk, the golem attacks the nearest 
creature it can see. If no creature is near enough to 
move to and attack, the golem attacks an object. Once 
the golem goes berserk, it continues to be berserk until 
it is destroyed or it is no longer Bloodied.
Immutable Form. The golem can’t shape-shift.
Magic Resistance. The golem has Advantage on saving 
throws against spells and other magical effects.
Actions
Multiattack. The golem makes two Slam attacks, or it 
makes three Slam attacks if it used Hasten this turn.
Slam. Melee Attack Roll: +9, reach 5 ft. Hit: 10 (1d10 
+ 5) Bludgeoning damage plus 6 (1d12) Acid damage, 
and the target’s Hit Point maximum decreases by an 
amount equal to the Acid damage taken.
Bonus Actions
Hasten (Recharge 5–6). The golem takes the Dash and 
Disengage actions.
Cloaker
Cloaker
Large Aberration, Chaotic Neutral
AC 14  Initiative +5 (15)
HP 91 (14d10 + 14)
Speed 10 ft., Fly 40 ft.
MOD SAVE MOD SAVE MOD SAVE
Str 17 +3 +3 Dex 15 +2 +2 Con 12 +1 +1
Int 13 +1 +1 WIS 14 +2 +2 Cha 7 −2 −2
Skills Stealth +5
Immunities Frightened
Senses Darkvision 120 ft.; Passive Perception 12
Languages Deep Speech, Undercommon
CR 8 (XP 3,900; PB +3)
Traits
Light Sensitivity. While in Bright Light, the cloaker has 
Disadvantage on attack rolls.
Actions
Multiattack. The cloaker makes one Attach attack and 
two Tail attacks.
Attach. Melee Attack Roll: +6, reach 5 ft. Hit: 13 (3d6 
+ 3) Piercing damage. If the target is a Large or smaller 
creature, the cloaker attaches to it. While the cloaker 
is attached, the target has the Blinded condition, and 
the cloaker can’t make Attach attacks against other tar-
gets. In addition, the cloaker halves the damage it takes 
(round down), and the target takes the same amount 
of damage. 
 The cloaker can detach itself by spending 5 feet of 
movement. The target or a creature within 5 feet of it 
can take an action to try to detach the cloaker, doing so 
by succeeding on a DC 14 Strength (Athletics) check.
Tail. Melee Attack Roll: +6, reach 10 ft. Hit: 8 (1d10 
+ 3) Slashing damage.
Bonus Actions
Moan. Wisdom Saving Throw: DC 13, each creature 
in a 60-foot Emanation originating from the cloaker. 
Failure: The target has the Frightened condition until 
the end of the cloaker’s next turn. Success: The target is 
immune to this cloaker’s Moan for the next 24 hours.
Phantasms (Recharge after a Short or Long Rest). The 
cloaker casts the Mirror Image spell, requiring no spell 
components and using Wisdom as the spellcasting abil-
ity. The spell ends early if the cloaker starts or ends its 
turn in Bright Light.