Umbral Stalker (5e Creature)

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Umbral Stalker[edit]

Large monstrosity, chaotic evil

Armor Class 16 (natural armour)
Hit Points 133 (14d10 + 56)
Speed 30 ft.

20 (+5) 12 (+1) 18 (+4) 10 (+0) 12 (+1) 10 (+0)

Skills Stealth +7
Senses blindsight 30 ft., darkvision 120 ft., passive Perception 11
Languages Undercommon
Challenge 8 (3,900 XP)

Innate Spellcasting. The umbral stalker's innate spellcasting ability is Wisdom (spell save DC 12). It can cast the following spells innately, requiring no material components:

At will: dancing lights
3/day each: darkness, fear

Keen Sight and Smell. The umbral stalker has advantage on Wisdom (Perception) checks that rely on sight or smell.

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

Shadow Stealth. While in dim light or darkness, the umbral stalker can take the Hide action as a bonus action.

Sunlight Sensitivity. While in sunlight, the umbral stalker has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.


Multiattack. The umbral stalker makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage.

Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) slashing damage.

Hulking black bipedal lizard-like creatures, umbral stalkers lurk underground and prey on anything they can find, tearing prey to pieces before devouring it and returning to the darkness that they came from. They tend to hunt in groups, with one member luring prey towards it while the others wait in ambush, using their keen sense of smell to find their way around in the magical darkness they can conjure.

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