Gloommire Stalker

Medium Monstrosity • CR 5
A stealthy swamp predator that blends plant and humanoid traits, using spores and entangling vegetation to disable prey before finishing with a constricting bite.

Ability Scores

STR16+3
DEX16+3
CON16+3
INT10+0
WIS14+2
CHA12+1

Combat Statistics

Armor Class
15 (natural armor)
Hit Points
85 (10d8 + 40)
Challenge
5 (1,800 XP)
Spellcasting DC
14
Attack Bonus
+6

Saving Throws

Dex+6
Con+6

Skills

Perception+5
Stealth+6
Survival+4
Type
Monstrosity
Size
Medium
Role
Skirmisher and battlefield controller
Alignment
Neutral evil

Combat Info

Threat Level
5
Party Level
5
Movement
30 ft., Swim 30 ft., Climb 20 ft.
Senses
darkvision 60 ft., tremorsense 10 ft., passive Perception 15
Languages
Sylvan (understands but rarely speaks)
Rarity
Uncommon

Defenses

Resistances
bludgeoning from nonmagical attacks while partially rooted (takes half damage from nonmagical bludgeoning when it uses Entangling Growth)
Immunities
disease
Weaknesses
Vulnerable to fire-based area effects that destroy fungal growth, Bright light or radiant damage disrupts spore production and gives it disadvantage on stealth checks for 1 minute
Tags
ambusherplantswampcontrollerpoison
Traits
Amphibious(Innate)

The stalker can breathe air and water. While underwater it can still use its Spore Cloud and Entangling Growth with no penalty. It can hold its breath for 10 minutes.

Camouflage(Environmental)

When in heavily vegetated terrain or shallow water the stalker has advantage on Dexterity (Stealth) checks to hide and cannot be tracked except by magical means unless the trackers succeed on a DC 15 Wisdom (Survival) check.

Grasping Tendrils(Attack-Linked)

When the stalker grapples a creature with its Bite, the grappled creature takes 1d6 acid damage at the start of the stalker’s turn and is restrained until it escapes. A creature that succeeds on a DC 14 Constitution saving throw at the end of its turn is no longer poisoned but remains grappled if it failed to escape.

Residual Spores(Passive)

A cloud of spores hangs in the air around the stalker. Creatures that end their turn within 5 feet of the stalker must succeed on a DC 14 Constitution saving throw or be poisoned until they move at least 10 feet away and succeed on a second Constitution saving throw at the end of their next turn.

Actions
Multiattack

The stalker makes two attacks: one with its Bite and one with its Claw.

Bite

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1d10 + 3 piercing damage. If the target is a creature two size categories smaller than the stalker or smaller, the target is grappled (escape DC 14). While grappled in this way the target is restrained and takes 1d6 acid damage at the start of the stalker’s turns. The stalker can have only one creature grappled in this way at a time.

Claw

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 2d6 + 3 slashing damage. On a hit the target must succeed on a DC 14 Strength saving throw or be knocked prone and pulled up to 10 feet closer to the stalker as writhing tendrils seize it.

Spore Cloud

Recharge 5-6. The stalker exhales a thick cloud of bioluminescent spores in a 20-foot cone. Each creature in that area must succeed on a DC 14 Constitution saving throw or be poisoned and blinded until the end of its next turn. A creature that succeeds is not poisoned but is still partially obscured (attack rolls against it have disadvantage) until the end of its next turn. The area covered by the cloud becomes lightly obscured for 1 minute and is difficult terrain for plant and animal creatures that try to move through it.

Entangling Growth

The stalker slams roots and vines into the ground to animate nearby undergrowth in a 15-foot radius centered on a point it can see within 60 feet. Creatures of the stalker’s choice in the area must succeed on a DC 14 Strength saving throw or be restrained by vines for up to 1 minute. A restrained creature can use an action to make a Strength check against the saving throw DC, freeing itself on a success. The vines remain animated for up to 1 minute, providing half cover to the stalker if it stays within the area. Once used, this trait cannot be used again until the stalker finishes a short or long rest.

Reactions
Lashing Counter

When a creature the stalker can see within 10 feet misses it with a melee attack, the stalker may make one Claw attack against that creature as an immediate counter.

Spells

Innate Plant MagicCantrip(Conjuration and Transmutation)

The stalker can cast these innate spells, requiring no material components. Spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). 2/day each: darkness, spike growth. 1/day: plant growth. At will: druidcraft, speak with plants (plants seldom respond unless the stalker allows).

Feats

None listed.

Augmentations

None listed.

Statblock Notes

  • Armor class reflects natural armor from fused bark and tough skin
  • Damage resistances and spore effects reflect partial plant resilience and fungal symbiosis
  • Spellcasters encountering a stalker should treat its Innate Plant Magic as hostile area control and movement denial