Armor Class 15 (natural armor)
Hit Points 90 (12d10 + 24)
Speed 40 ft., fly 80 ft.
Saving Throws STR +9, DEX +6
Skills Athletics +9, Intimidation +5, Perception +6, Stealth +6
Senses darkvision 240 ft, passive Perception 16
Languages understands Common but can't speak
Challenge 6
Shadowstep. As a bonus action, the gloomstalker can teleport up to 40 feet to an unoccupied space it can see.
Sunlight Sensitivity. While in sunlight, the gloomstalker has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Multiattack. The gloomstalker makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 15 (2d8 + 6) piercing damage plus 7 (2d6) necrotic damage.
Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 7 (2d6) necrotic damage.
Snatch. Melee Weapon Attack: +9 to hit, reach 5 ft., one Medium or smaller creature. Hit: 13 (2d6 + 6) slashing damage plus 7 (2d6) necrotic damage, and the target is grappled (escape DC 17). While grappled in this way, the target is restrained.
Shriek (Recharge 5–6). The gloomstalker emits a terrible shriek. Each enemy within 60 feet of the gloomstalker that can hear it must succeed on a DC 13 Constitution saving throw or be paralyzed until the end of the enemy's next turn.
Explorer's Guide to Wildemount, p. 291