Gloommire Harrower

Old hunters tell of marshes where the fog smells faintly of rot and the frogs fall silent. Those taken by the gloommire sometimes return as hollow, twitching husks. Herbalists fear its spores, and druids mark its territory with sigils to warn the wary.

LargeMonstrosity(Vegetation/Undead-tinged)CR ModerateNeutral evil

Gloommire Harrower

swampambusherplantsporescontroller
HP85AC15SPD30 ft., Swim 30 ft.CR5 (1,800 XP)StealthPerceptionSurvival
STR
18
save
DEX
14
CON
18
save
INT
8
WIS
14
CHA
12
Amphibious. The gloommire can breathe air and water.
Regeneration. If the gloommire takes fire or radiant damage, its regeneration is suppressed until the start of its next turn. At the start of its turn the gloommire regains 5 hit points if it has at least 1 hit point and is not suffering fire or radiant damage.
Camouflage. The gloommire has advantage on Dexterity (Stealth) checks to hide in marsh, swamp, or forest terrain.
Infectious Spores. The gloommire's spores are infectious. Any creature that begins its turn restrained by the gloommire or that fails a saving throw against its Entangling Spore Cloud must succeed on a Constitution saving throw or be poisoned for 1 minute. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Multiattack. The gloommire makes two attacks: one with its maw and one with its constricting tendrils.
Maw. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 12 () piercing damage plus 7 () necrotic damage as chilling marsh energy bites into the wound.
Constricting Tendrils. Melee Weapon Attack: to hit, reach 10 ft., one target. Hit: 14 () bludgeoning damage, and the target is grappled (escape ). Until this grapple ends the target is restrained and takes 7 () necrotic damage at the start of each of the gloommire's turns. The gloommire can grapple only one target at a time with this attack.
Entangling Spore Cloud. Recharge 5-6. The gloommire exhales a cloud of choking spores in a 15-foot radius centered on itself. Each creature in the area must succeed on a Constitution saving throw or be poisoned and restrained as vines of dark algae and fungal filaments entangle it. A restrained creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. On a failed save a creature also takes 21 () necrotic damage, or half as much on a successful save and is not restrained.
Lashing Mindshot. Ranged Spell Attack: to hit, range 60 ft., one target. Hit: 18 () psychic damage and the target must succeed on a Wisdom saving throw or be frightened until the end of its next turn.
Grasping Counter. When a creature misses the gloommire with a melee attack, the gloommire attempts to lash a tendril at that creature. The gloommire makes one Constricting Tendrils attack as a reaction against the attacker.
Cantrips
CantripsVaried The gloommire can cast these spells innately, using Wisdom as its spellcasting ability (spell save DC 15, +5 to hit with spell attacks). It cannot provide material components. Once a spell is cast, the gloommire must complete a short rest to regain expended spell uses unless a listed recharge allows immediate reuse.
1st level
Innate SpellcastingTransmutation and Illusion At will: speak with plants. 3/day: darkness. 2/day: entangle. 1/day: fear.
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