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Cloakers are a non-playable race and Aberration found in Act Two. Though they ambush in shadows and attack alone, they can summon illusory copies of themselves to bolster their forces.

About[edit | edit source]

Resembling dark leathery cloaks, these aberrations lurk in caves, waiting to slay lone or injured prey stumbling through the darkness.
in-game racial description

One cloaker can be found during Act Two, in a hidden natural cavern in the Gauntlet of SharX: -819 Y: -867.

They have the ability to summon copies of themselves, called Phantasms.

Attacks and abilities[edit | edit source]

Bite Bite ()
D6 Piercing.png 3d6 (3~18) Damage TypesPiercing damage

Bite a target.

 Melee: 1.5 m / 5  ft
Multiattack Earth Elemental.webp
D6 Piercing.png 3d6 (3~18) Damage TypesPiercing damage
D8 Slashing.png 3d8 (3~24) Damage TypesSlashing damage

Aim multiple attacks at a target that cause Gaping Wounds Gaping Wounds and Bleeding Bleeding.

 Melee: 1.5 m / 5  ft
Fly Fly ()

Fly to a target position

 Range: 18 m / 60 ft
Generic Summon.webp
Phantasms Phantasms ()

Fill the shadows with three illusory duplicates of yourself that can hurt and Frighten Frighten creatures with their haunting Moans.

 Range: 100 m / 328 ft

Tactics[edit | edit source]

  • The Cloaker will be Ambushing Ambushing, forcing the player to pass a DC 18 Perception check to avoid getting Surprised Surprised. This check can be triggered on the toadstool platform at X: -805 Y: -862, the elevated position of which allows for easy high ground for initiating combat.
  • It has a multiattack which can be used when enemies are Frightened Frightened. However, only its phantasms can cause the frightened condition.

External links[edit | edit source]