There’s a reason the dark is a universal fear for so many people. It’s scary. There’s an undeniable level of comfort in being able to see what’s around you. In the dark, anything could be waiting. The Gloom is a monster built around those fears.
A ghost that creates a dome of nearly impenetrable darkness, it uses it abilities to get close to shadow-trapped victims that it then murders with an AC-ignoring attack that deals devastating damage. If your players are heading into a dungeon and you’re in the market for the perfect creepy monster to stick in a dark and gloomy (heyoooo!) space.
Medium, Undead, Chaotic Evil
Armor Class 8 (natural armor)
Hit Points 3 (1d6-1)
Speed 20 ft.
STR 8 (-1) DEX 10(+0) CON 8 (-1) INT 6 (-2) WIS 14 (+2) CHA 8 (-2)
Damage Vulnerabilities divine
Damage Immunities necrotic, poison
Condition Immunities exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 10
Challenge 1 (200 XP)
Midnight Stealth. In nighttime conditions or areas of darkness, the Gloom blends in almost perfectly and receives a +8 bonus to Stealth actions.
Sphere of Darkness. A sphere of total darkness surrounds the creature. While walls and natural barriers can block it, it will extend outward up to 60 feet in an area without obstruction. Any light source that enters the affected area will be completely extinguished until the PC leaves or the creature is destroyed.
PCs entering a Sphere of Darkness will not automatically see the creature creating it. TA Perception DC of 15 or higher will allow them to see the Gloom’s body at the center of the sphere; a shape darker than the shadow surrounding it. Every time it moves locations, the PCs may make another Perception DC.
Light derived from Divine magic can be sustained within the Sphere of Darkness if the caster succeeds in a concentration DC of 12.
Squeeze Heart. Melee Weapon Attack. Weapon Attack: +0 to hit, reach 5 ft., one creature. Necrotic damage.
The Gloom reaches through its target’s armor and chest to squeeze their heart. This attack ignores the target’s AC. The Gloom only has to succeed in an attack roll of 10 or higher. If that happens, the GM can roll a D6 and use the chart below to calculate damage.
An adventurer delves into a dungeon and enters a room where the light drains away and their torch fades. Blackness stretches on ahead of them like an endless night. Then, suddenly, they feel a pain in their chest. A cold, terrible pain as if something is reaching inside of them and strangling the very beat of their heart. They fall dead to the floor and a specter slides away in silence, satisfied with its latest kill.
This creature is a Gloom. An undead spirit of the most lethal variety, its very presence sucks the light away from the area around. Appearing in open daylight as a dome of source-less shadow, the Gloom prefers to stay in dark dungeons or deep forests where it can more easily blend in with its surroundings. Those who let a Gloom get close, court death.