Welcome again to Masters  and Minions, where I strive to give you interesting NPCs and encounters  that can be placed easily into your game. In this week’s encounter your PCs are  ambushed by a group of aberrations.
      
            While navigating a large subterranean cavern, the PCs are  stalked by a small mob of cloaker assassins. The mob waits for the PCs to be  off-guard before they attack.
      
This mob consists of 4 cloaker assassins.
      
Cloaker Mob Tactics
            The cloakers start off the fight by moaning; two of them try  to put the two most dangerous looking PCs into a stupor while the other two try  to nauseate the remaining. Afterward, the first pair of cloakers attempt to  engulf the two most dangerous looking PCs while the other two focus of the  weaker looking PCs. The latter two cloakers usually both focus on the same  target, moving to get flanking with each other whenever possible. If two or  more cloakers are killed, the remaining ones flee into the darkness of the  caverns.
      
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 whip-like 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.
      
Moan (Ex)
	      A cloaker can emit an infrasonic moan as a standard action,  with one of four effects.
      
Fear: All  creatures in a 30-foot spread must save (Will negates) or become panicked for 2  rounds.
      
Nausea: All  creatures in a 30-foot cone must save (Fortitude negates) or fall prone and be  nauseated for 1d4+1 rounds.
      
Stupor: A single  creature within 30 feet is affected by hold  monster for 5 rounds (Will negates).
      
Unnerve: Anyone  within a 60-foot spread automatically takes a –2 penalty on attack and damage  rolls. Those in the area for more than 6 consecutive rounds must save (Will  negates) or enter a trance, helpless until the moaning stops.
	      Cloakers are immune to these sonic, mind-affecting attacks.  A creature that successfully saves against the cloaker's fear, nausea, or  unnerve moans cannot be affected by that same moan effect from that cloaker for  24 hours. All the save DCs against a cloaker's moan are DC 23. Save DCs are  Charisma-based.
      
Shadow Shift (Su)
	      When in dim illumination, a cloaker can manipulate shadows  as a free action to create one of three effects: blur (lasts 1d4 rounds, self only), mirror image (CL 14th), or silent  image (DC 17, CL 14th, save DC is Charisma-based).