Umbral Stalker

Bards tell of predators that can swallow the light from a candle and leave a room colder and smaller. Priests whisper that Umbral Stalkers were born when a god of dusk wept into a temple. Superstitious folk hang reflective metal or bright ribbons to warn such creatures away.

Largemonstrosity(shadow beast)CR moderateneutral evil

Umbral Stalker

shadowpredatorstealthsinister
HP85AC16SPD40 ft., Climb 30 ft., Darkstep (see traits)CR5 (1,800 XP)StealthPerceptionAthletics
STR
18
DEX
16
save
CON
16
save
INT
12
WIS
14
CHA
13
Shadow Prowl. While in dim light or darkness the Umbral Stalker has advantage on attack rolls and Dexterity saving throws. Additionally it can see through nonmagical darkness as if it were dim light.
Darkstep. As a bonus action the Umbral Stalker can teleport up to 30 feet to an unoccupied space it can see that is in dim light or darkness. This movement does not provoke opportunity attacks.
Umbral Resilience. When reduced to 0 hit points in true darkness the Umbral Stalker can choose to drop to 1 hit point instead. Once it uses this trait it cannot do so again until it finishes a long rest.
Shadow Claw. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 14 () slashing damage plus 7 () necrotic damage. If the target is in dim light or darkness, the necrotic damage increases to 14 () and the target must succeed on a Constitution saving throw or be stunned until the end of its next turn.
Umbral Grasp. Ranged Spell Attack: to hit, range 60 ft., one target. Hit: 18 () force damage and the target is pulled 10 feet toward the Umbral Stalker and ends the turn restrained until it uses an action to attempt a Strength check to break free.
Stygian Breath. The Umbral Stalker exhales a 15-foot cone of Stygian Mist. Each creature in the cone must make a Dexterity saving throw. On a failed save a creature takes 21 () necrotic damage and its vision is heavily obscured for 1 minute. On a successful save the creature takes half damage and is not heavily obscured. A creature can repeat the save at the end of each of its turns, ending the heavy obscure effect on a success.
Shadow Slip. When a creature within 30 feet that the Umbral Stalker can see casts a spell that creates bright light or tries to dispel darkness the Umbral Stalker can use its reaction to become invisible until the start of its next turn.
Cantrips
Innate Shadow MagicIllusion and Evocation The Umbral Stalker can innately cast darkness, invisibility, and blur without material components. It uses Charisma as its spellcasting ability (spell save DC 15, +5 to hit with spell attacks). Darkness and invisibility are usable twice per day each. Blur is usable at will but ends if the Stalker enters bright light.
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