Gloom (5e Creature)

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Gloom[edit]

Medium undead, neutral evil


Armor Class 11
Hit Points 11 (2d8 + 2)
Speed 0 ft., fly 40 ft. (hover)


STR DEX CON INT WIS CHA
5 (-3) 13 (+1) 13 (+1) 8 (-1) 12 (+1) 12 (+1)

Proficiency Bonus +2
Damage Resistances acid, fire, lightning; bludgeoning, piercing and slashing from nonmagical attacks
Damage Immunities cold, necrotic, poison
Condition Immunities charmed, exhaustion, grappled, petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 11
Languages the languages it knew in life
Challenge 1 (200 XP)


Ethereal Sight. The gloom can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.

Incorporeal Movement. The gloom can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Pack Tactics. The gloom has advantage on an attack roll against a creature if at least one of the gloom's allies is within 5 feet of the creature and the ally isn't incapacitated.

ACTIONS

Throttling Grasp. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) cold damage plus 5 (1d10) necrotic damage.

Etherealness. The gloom enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.


Glooms are lesser ghosts raised from ancient barrows by necromancers to serve as their ethereal minions.

Ghostly Pack Attacks. Glooms are the unquiet spirits of those who were enslaved to the dead ancient kings still lurking around the site of their barrows and graves. Though individually weaker than other spectral creatures, their sheer number and undying resentment of the living makes them a dangerous foe. Unlike many of the lesser undead however, their rage at their fate grants them a measure of free will, making them a challenge to control for any necromancer who raises them.

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