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Invisible Stalker (Black Flag)

Size
Medium
Type
Elemental
Challenge Rating
6
Source
Black Flag SRD
Armor Class
14
Speeds
50, fly 50
Walking Speed
50
Flying Speed
50
Strength Score
16
Dexterity Score
18
Constitution Score
14
Intelligence Score
10
Wisdom Score
20
Charisma Score
10
Vision
Darkvision (60ft)
Languages Ref
Auran,understands Common but can't speak it
Hit Points
121
Languages
Auran

Medium elemental


Armor Class 14

Hit Points 121

Speed 50 ft., fly 50 ft. (hover)


STR
16 (+3)
DEX
18 (+4)
CON
14 (+2)
INT
10 (+0)
WIS
20 (+5)
CHA
10 (+0)

Damage Resistances Elemental Resilience

Damage Immunities Elemental Resilience

Senses darkvision 60 ft.

Languages Auran,understands Common but can't speak it

Challenge 6 (2,300 XP)

Elemental Nature. The invisible stalker doesn't require air, food, drink, or sleep.

Elemental Resilience. The stalker is resistant to bludgeoning, piercing, and slashing damage from nonmagical attacks. In addition, it is immune to poison damage, to exhaustion, and to the grappled, paralyzed, petrified, poisoned, prone, restrained, and unconscious conditions.

Faultless Tracker. At the end of each long rest, the invisible stalker can choose a creature it knows or has seen to be its quarry. A stalker summoned by another creature can choose only the quarry specified by its summoner, but the stalker also knows the location of its summoner while it continues to serve the summoner. The stalker always knows the direction and distance to its quarry, provided the two are on the same plane of existence.

Invisibility. The stalker is invisible. The condition's effect on DEX (Stealth) checks has been included in the above Stealth value.

Actions

Multiattack. The stalker makes two Slam attacks.

Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) bludgeoning damage plus 9 (2d8) cold damage. If the target is the stalker's quarry, the target must succeed on a DC 15 DEX save or its speed is halved until the end of its next turn.

Bonus Actions

Steal Breath. The invisible stalker calls on the air in the lungs of one breathing creature it can see within 30 feet of it, causing the air to leave the creature. The target must succeed on a DC 15 CON save or be unable to speak or cast spells with verbal components until the end of its next turn. A creature that fails the save by 5 or more is also incapacitated and suffocating for the duration, as it coughs uncontrollably.

Stat block from Black Flag SRD by Kobold Press, used under the ORC License. It is not Geminaea material. See Legal.