Gloommantle Harrier

Bards tell of these creatures as omens of a slow wasting sickness that creeps into a town after dark. Folklore warns that a harrier's bite steals part of a person's spark, leaving them paler and weaker until summer or magic restores them.

Mediumbeast(celestial? no - shadow-touched beast)CR Moderateneutral evil

Gloommantle Harrier

flyingshadowpredatorambusher
HP85AC16SPD30 ft., fly 60 ft., climb 30 ft.CRCR 5 (1,800 XP)StealthPerceptionAthletics
STR
12
DEX
18
save
CON
16
save
INT
10
WIS
14
CHA
14
Shadow Blend. While in dim light or darkness the harrier has advantage on Dexterity (Stealth) checks and Dexterity saving throws.
Shade Recovery. If the harrier starts its turn within a shadowed area it regains 10 hit points. This trait does not function in bright light.
Lingering Husk. A creature reduced to 0 hit points by the harrier's Bite rises as a weakened husk bound to shadow for days unless restored. The husk obeys the harrier's basic impulses and will not attack intelligent commands; it is a source of dread in the area and may be used by the harrier to harry nearby groups.
Multiattack. The harrier makes two attacks: one with its bite and one with its talons. If it hits with both attacks against the same target, the target must succeed on a Wisdom saving throw or be frightened until the end of the harrier's next turn.
Bite. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: piercing damage. On a hit the target takes an additional necrotic damage and its hit point maximum is reduced by an amount equal to the necrotic damage. The reduction lasts until the target finishes a long rest.
Talons. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: slashing damage. If the target is wearing heavy armor the harrier gains advantage on the attack roll.
Shadow Rend. Ranged Shadow Attack - Recharge 5-6. The harrier exhales a curling tendril of living shadow in a 30-foot line that is 5 feet wide. Each creature in that line must make a Dexterity saving throw, taking necrotic damage on a failed save, or half as much on a successful one. Creatures that fail the save are also hampered: their speed is reduced by 10 feet and they have disadvantage on healing checks and healing spells for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Shadow Slip. When a creature the harrier can see attacks it with a melee attack while the harrier is within 30 feet, the harrier can use Shadow Slip. It magically becomes blurred and partially insubstantial, imposing disadvantage on the triggering attack. If the attack misses, the harrier can immediately move up to half its flying speed without provoking opportunity attacks.
Visual sheet

Turn Gloommantle Harrier into a sheet

A high-res, share-ready sheet you can post or print.

Gallery

No images yet. Click to add.

Relationships