Gloomstalker

Critical Role: Call of the Netherdeep p. 198

Size
Large
Type
monstrosity
Alignment
Typically Neutral Evil
AC
15 (natural armor)
Hit Points
90 (12d10+24)
Speed
walk 40 ft., fly 80 ft.
Saving Throws
Str +9, Dex +6
Skills
Athletics +9, Intimidation +5, Perception +6, Stealth +6
Vulnerabilities
radiant
Senses
darkvision 240 ft.
Passive Perception
16
Languages
understands Common but can't speak
Challenge
6
STR
22
+6
DEX
16
+3
CON
14
+2
INT
5
−3
WIS
17
+3
CHA
14
+2

Traits

Proficiency Bonus

+3

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 one Bite attack and one Claw attack.

Bite

Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 15 (2d8 + 6) piercing damage plus 7 (2d6) necrotic damage.

Claw

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.

recharge

D6

Shadowstep (Bonus Action)

The gloomstalker teleports up to 40 feet to an unoccupied space it can see.

Other data

description

A gloomstalker is a winged predator resembling a wyvern composed of twisting shadows, with glowing eyes and dagger-like teeth. Hailing from the cursed lands of the Shadowfell, these nightmarish creatures hunt the barrens of that desolate plane, freezing prey in their tracks with their woeful shrieks before pulling them into the sky with their talons to be ripped apart and devoured. A gloomstalker's proclivity for darkness makes it extremely dangerous at night or in heavily shaded places where it can blend in with the shadowed surroundings. Much more dangerous than the lone hunter is a pack of gloomstalkers. Small packs of three to six are common. Larger packs of ten or more, called frenzies, are often harbingers of a greater evil yet to be seen. Gloomstalkers were employed by arcanists and the followers of the Betrayer Gods as mounts in the ancient battles of the Calamity. A respectable number of gloomstalkers, now free of their burden, still occupy hidden lairs scattered across the wastes of Xhorhas.