Gloomwreath Stalker

People tell stories of shadows that step off walls and pry at armor straps. Farmers lost in twilight speak of pale eyes at the edge of their fields. Old hunters call them gloomwreaths and leave offerings of iron to keep them away.

MediumAberration(Aberration)CR ModerateNeutral Evil

Gloomwreath Stalker

shadowambusherskirmishernocturnal
HP52AC15SPDSpeed 40 ft, Shadowstep: Teleport 30 feet to an unoccupied space you can see that is in dim light or darkness. Recharge on a short or long rest? No. Recharge condition: After using Shadowstep, the stalker must end its turn in dim light or darkness before it can use Shadowstep again.CR3 (700 XP)StealthPerception
STR
10
DEX
16
save
CON
14
save
INT
12
WIS
13
CHA
8
Shadow Affinity. The stalker can see normally in darkness, both magical and nonmagical, to a range of 60 feet. While in dim light or darkness it deals extra necrotic damage with Shadow Claw and can use Shadowstep to teleport 30 feet to another dim or dark space.
Evasive Shade. The stalker is composed partly of shadow. It has advantage on Dexterity (Stealth) checks made to hide in dim light or darkness and cannot be grappled by creatures that cannot see it. Spells and attacks that create bright light impose disadvantage on the stalker's attack rolls while they persist.
Snuffing Touch. The stalker can attempt to snuff nonmagical light as part of casting Umbral Veil. Magical light with an effect level of light of day or sunlight plane cannot be snuffed by Umbral Veil.
Multiattack. The stalker makes two attacks, only one of which can be a Shadow Lash.
Shadow Claw. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: slashing damage. If the target is in dim light or darkness, the claw deals an extra necrotic damage and the target must succeed on a Constitution saving throw or have its speed halved until the end of its next turn.
Shadow Lash. Ranged Shadow Attack: to hit, range 10/30 ft., one target. Hit: necrotic damage. On a hit against a creature wearing medium or light armor, the target's armor seems to chill and grow faintly shadowed; the target takes a -1 penalty to its AC until the end of the stalker's next turn (stacking with other sources of AC penalty).
Umbral Veil. The stalker points at a 15-foot-radius area within 60 feet that is in dim light or darkness. Light sources in the area are snuffed out (nonmagical torches, lanterns, and campfires). The area becomes heavily obscured for 1 minute. A creature can end the effect for itself by succeeding on a Wisdom saving throw at the end of its turns. Once the stalker uses Umbral Veil, it cannot use it again until it finishes a short or long rest.
Slip Through the Shade. When a creature misses the stalker with a melee attack while the stalker is in dim light or darkness, the stalker can immediately move up to half its speed without provoking opportunity attacks.
Cantrips
Innate ShadowcastingIllusion / Conjuration Innate casting. The stalker can cast the following without material components. Spell save DC 13. At will: minor illusion. 1/day each: darkness, misty step. All casts of darkness cast a nonmagical snuff on simple light sources in the area as well.
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