Monster
Gloomstalker
Outside your table’s allowed sources
Official reference · EGW · 2014
- Creature type
- Monstrosity
- Size
- Large
- Armor class
- 15 (natural armor)
- Hit points
- 90 (12d10 + 24)
- Speed
- Walk 40 ft., Fly 80 ft.
- Challenge rating
- 6
- Alignment
- Neutral Evil
- Strength
- 22
- Dexterity
- 16
- Constitution
- 14
- Intelligence
- 5
- Wisdom
- 17
- Charisma
- 14
- Passive Perception
- 16
- Saving Throws
- str: +9; dex: +6
- Skills
- athletics: +9; intimidation: +5; perception: +6; stealth: +6
- Senses
- darkvision 240 ft
- Languages
- understands Common but can't speak
- Vulnerabilities
- radiant
Traits
Shadowstep
As a bonus action, the gloomstalker can teleport up to 40 feet to an unoccupied space it can see.
Sunlight Sensitivity
While in sunlight, the gloomstalker has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
Multiattack
The gloomstalker makes two attacks: one with its bite and one with its claws.
Bite
Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 15 (2d8 + 6) piercing damage plus 7 (2d6) necrotic damage.
Claws
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 7 (2d6) necrotic damage.
Snatch
Melee Weapon Attack: +9 to hit, reach 5 ft., one Medium or smaller creature. Hit: 13 (2d6 + 6) slashing damage plus 7 (2d6) necrotic damage, and the target is grappled (escape DC 17). While grappled in this way, the target is restrained.
Shriek (Recharge 6)
The gloomstalker emits a terrible shriek. Each enemy within 60 feet of the gloomstalker that can hear it must succeed on a DC 13 Constitution saving throw or be paralyzed until the end of the enemy's next turn.