Invisible Stalker

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Description

Large Elemental, Neutral

Statistics

  • Armor Class: 14
  • Hit Points: 97 (13d10 + 26)
  • Initiative: +7 (score 22)
  • Speed: Walk 50 ft., Fly 50 ft. (hover)
  • Challenge: CR 6, 2,300 XP, proficiency bonus +3

Abilities

  • Strength: 16 (+3); save +3
  • Dexterity: 19 (+4); save +4
  • Constitution: 14 (+2); save +2
  • Intelligence: 10 (+0); save +0
  • Wisdom: 15 (+2); save +2
  • Charisma: 11 (+0); save +0

Skills

  • Perception: +8
  • Stealth: +10

Defenses

  • Damage Resistances: Bludgeoning, Piercing, Slashing
  • Damage Immunities: Poison
  • Condition Immunities: Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious

Senses and Languages

  • 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. 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.

Source

  • Document: System Reference Document 5.2.1
  • Version: 5.2.1
  • License: CC-BY-4.0
  • Pages: 301, 302
  • URL: https://www.dndbeyond.com/srd