Large monstrosity, Neutral Evil
| Armor Class | 15 (natural armor) |
|---|---|
| Hit Points | 90 (12d10 + 24) |
| Speed | 40 ft., fly 80 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 22 (+6) | 16 (+3) | 14 (+2) | 5 (-3) | 17 (+3) | 14 (+2) |
| Saving Throws | Dex +6, Str +9 |
|---|---|
| Skills | Athletics +9, Intimidation +5, Perception +6, Stealth +6 |
| Damage Vulnerabilities | radiant |
| Damage Resistances | — |
| Damage Immunities | — |
| Condition Immunities | — |
| Senses | darkvision 240 ft, passive Perception 16 |
| Languages | understands Common but can't speak |
| Challenge | 6 |
As a bonus action, the gloomstalker can teleport up to 40 feet to an unoccupied space it can see.
While in sunlight, the gloomstalker has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
The gloomstalker makes two attacks: one with its bite and one with its claws.
Melee Attack Roll: +9 to hit, reach 5 ft., one creature. Hit: 15 (2d8 + 6) piercing damage plus 7 (2d6) necrotic damage.
Melee Attack Roll: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 7 (2d6) necrotic damage.
Melee Attack Roll: +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.
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.