Gloomstalker

Large Monstrosity, Typically Neutral Evil
EGW

Habitat Planar (Shadowfell)

A gloomstalker is a winged predator resembling a wyvern composed of twisting shadows, with glowing eyes and dagger-like teeth.
Hailing from the cursed lands of the Shadowfell, these nightmarish creatures hunt the barrens of that desolate plane, freezing prey in their tracks with their woeful shrieks before pulling them into the sky with their talons to be ripped apart and devoured.
A gloomstalker's proclivity for darkness makes it extremely dangerous at night or in heavily shaded places where it can blend in with the shadowed surroundings. Much more dangerous than the lone hunter is a pack of gloomstalkers. Small packs of three to six are common. Larger packs of ten or more, called frenzies, are often harbingers of a greater evil yet to be seen.
Gloomstalkers were employed by arcanists and the followers of the Betrayer Gods as mounts in the ancient battles of the Calamity. A respectable number of gloomstalkers, now free of their burden, still occupy hidden lairs scattered across the wastes of Xhorhas.

AC 15 (natural armor)

HP 90 (12d10 + 24)

Speed 40 ft., fly 80 ft.

STR

22 (+6)

Save +9

DEX

16 (+3)

Save +6

CON

14 (+2)

Save +2

INT

5 (-3)

Save -3

WIS

17 (+3)

Save +3

CHA

14 (+2)

Save +2

Saving Throws STR +9, DEX +6

Skills Athletics +9, Intimidation +5, Perception +6, Stealth +6

Vulnerabilities Radiant

Senses Darkvision 240 ft., Passive Perception 16

Languages Understands Common but can't speak

CR 6

Traits

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

Actions

Multiattack. The gloomstalker makes one Bite attack and one Claw attack.

Bite. Melee Attack Roll: +9, reach 5 ft. Hit: 15 (2d8 + 6) Piercing damage plus 7 (2d6) Necrotic damage.

Claw. Melee Attack Roll: +9, reach 5 ft. Hit: 13 (2d6 + 6) Slashing damage plus 7 (2d6) Necrotic damage.

Snatch. Melee Attack Roll: +9, reach 5 ft., one Medium or smaller creature. Hit: 13 (2d6 + 6) Slashing damage plus 7 (2d6) Necrotic damage, and the target has the Grappled condition (escape DC 17). While Grappled in this way, the target has the Restrained condition.

Shriek (Recharge 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 have the Paralyzed condition until the end of the enemy's next turn.

Bonus Actions

Shadowstep. The gloomstalker teleports up to 40 feet to an unoccupied space it can see.