13
32 (5d8 + 10)
20 ft., fly 80 ft.
Perception +5, Stealth +5
darkvision 60 ft.
Sylvan
2
At the start of its turn, the gloom owl can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.
While in sunlight, the gloom owl has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
The gloom owl makes one bite attack and one talon attack.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage.
The gloom owl lets out a deep hoot in a 30-foot cone. Any creature in the area must succeed on a DC 12 Constitution save or take 4 (1d8) psychic damage.