Invisible Stalker
D&D 5e · 2024·Large Elemental·Neutral
- Armor class
- 14
- Hit points
- 9713d10 + 26
- Challenge
- 62,300 XP
- Proficiency
- +3Initiative +7
Speed 50 ft., Fly 50 ft. (hover)
| Measure | Str | Dex | Con | Int | Wis | Cha |
|---|---|---|---|---|---|---|
| Score | 16 | 19 | 14 | 10 | 15 | 11 |
| Mod | +3 | +4 | +2 | +0 | +2 | +0 |
| Save | +3 | +4 | +2 | +0 | +2 | +0 |
- Skills
- Stealth +10, Perception +8
- Resistances
- Bludgeoning, Piercing, Slashing
- Damage immunities
- Poison
- Condition immunities
- Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
- Senses
- Darkvision 60 ft.; Passive Perception 18
- Languages
- Common, Primordial (Auran)
Traits
Air Form
The stalker can enter an enemy's space and stop there. It can move through a space as narrow as 1 inch without expending extra movement to do so.
Invisibility
The stalker has the Invisible condition.
Actions
Multiattack
The stalker makes three Wind Swipe attacks. It can replace one attack with a use of Vortex.
Wind Swipe
Melee Attack Roll: +7, reach 5 ft. Hit: 11 (2d6 + 4) Force damage.
Vortex
Wind Swipe. Melee Attack Roll: +7, reach 5 ft. Hit: 11 (2d6 + 4) Force damage. Vortex. Constitution Saving Throw: DC 14, one Large or smaller creature in the stalker's space. Failure: 7 (1d8 + 3) Thunder damage, and the target has the Grappled condition (escape DC 13). Until the grapple ends, the target can't cast spells with a Verbal component and takes 7 (2d6) Thunder damage at the start of each of the stalker's turns.