Gloomwing Skimmer - AI-generated fantasy Monster

Gloomwing Skimmer

Old pilots say the Gloomwing Skimmer was once a sky-serpent that lost its way in a permanent storm and learned to hunt by reading tides instead of clouds. Naturalists dismiss the tale, but the creature's call carries unnaturally far and sometimes echoes from several directions at once. The skimmer's territorial markings are three pale scratches on a mangrove trunk, usually positioned above the highest recent tide line. Boats that ignore the markings often find their lanterns torn away before the first attack.

LargeMonstrosity(Coastal ambusher)CR Moderate to high, especially in rain, fog, high tide, or confined waterwaysUnaligned

Gloomwing Skimmer

mangroveflying predatorambusherterritorialstorm huntertreasure guardianDavaniaMystaraGreen Islands
HP95AC+7SPD20 ft., swim 30 ft., fly 60 ft.CR5 (1,800 XP)PerceptionStealthSurvival
STR
18
DEX
16
save
CON
15
INT
8
WIS
14
save
CHA
12
Storm-Blend Camouflage. The skimmer has advantage on Dexterity (Stealth) checks made in heavy rain, dense fog, or dense mangrove foliage. It can attempt to hide while lightly obscured by rain, mist, or foliage.
Mangrove Acrobat. The skimmer ignores difficult terrain caused by roots, shallow water, hanging vines, and unstable branches. It does not need to spend extra movement to climb natural mangrove surfaces.
Warning Call. The skimmer can use a bonus action to mark a visible creature within 60 feet with a piercing three-note call. Until the end of the skimmer's next turn, the marked creature cannot benefit from being lightly obscured from the skimmer by rain, fog, or foliage.
Canopy Cover. If the skimmer is within 10 feet of a mangrove trunk, branch, or hanging vine, it gains half cover against ranged attacks. It loses this benefit until the start of its next turn after using Gloomwing Burst.
Tide-Sense. The skimmer has advantage on Wisdom (Perception) checks that rely on hearing while it is in rain or fog. It can hear the movement of a creature touching the same tree, boat, root system, or waterway within 60 feet.
Marsh Diver. The skimmer can hold its breath for 30 minutes and can move through water without creating obvious ripples unless it chooses to do so.
Multiattack. The Gloomwing Skimmer makes two attacks: one with its Beak and one with its Talons, or two attacks with its Harpoon Vine.
Beak. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 8 () piercing damage plus 4 () poison damage. If the target is a creature, it must succeed on a Constitution saving throw or be poisoned until the end of its next turn.
Talons. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 11 () slashing damage. If the target is Large or smaller, the skimmer can push it up to 10 feet.
Harpoon Vine. Ranged Weapon Attack: to hit, range 30/120 ft., one target. Hit: 9 () piercing damage, and the target is grappled by a barbed vine. The grapple ends if the target uses an action to succeed on a Strength (Athletics) check or if the vine is destroyed. The vine has AC 13, 10 hit points, and immunity to psychic and poison damage. While grappling a creature with this attack, the skimmer cannot use the attack again.
Gloomwing Burst. The skimmer beats its broad wings, creating a shrieking burst of rain, leaves, and loose debris. Each creature within 15 feet of a point the skimmer can see within 60 feet must make a Dexterity saving throw. On a failure, a creature takes 10 () slashing damage and is blinded until the start of the skimmer's next turn. On a success, it takes half damage and is not blinded. The skimmer can then fly up to half its flying speed without provoking opportunity attacks.
Canopy Catch. When a creature the skimmer can see falls from a branch, boat, or root within 30 feet, the skimmer beats its wings. The falling creature can reduce its falling distance by up to 20 feet and move up to 10 feet horizontally, landing on a branch, vine, or patch of shallow water if one is available. The skimmer can then fly up to 15 feet.
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