Gloomstalker

Large monstrosity, neutral evil

Armor Class

15 (natural armor)

Hit Points

90 (12d10 + 24)

Speed

40 ft., fly 80 ft.

STR

22 (+6)

DEX

16 (+3)

CON

14 (+2)

INT

5 (-3)

WIS

17 (+3)

CHA

14 (+2)

Damage Vulnerabilities

radiant

Senses

darkvision 240 ft., passive Perception 16

Saving Throws

Str +9, Dex +6

Skills

Athletics +9, Perception +6, Intimidation +5, Stealth +6

Languages

understands Common but can’t speak

Challenge

6 (2,300 XP)

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.

large
monstrosity
cr6
explorers-guide-to-wildemount