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.