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Pale Stalker

The Pale Stalker

Medium beast, neutral

Armour Class: 14 (natural armor)

Hit Points: 85 (10d8 + 40)

Speed: 50 ft., climb 30 ft.

STR 14 (+2) | DEX 18 (+4) | CON 18 (+4) | INT 8 (-1) | WIS 16 (+3) | CHA 12 (+1)

Saving Throws: Dex +6, Wis +5

Skills: Stealth +8, Perception +5, Survival +5

Senses: Darkvision 60 ft., passive Perception 15

Languages: Understands Common, but cannot speak

Challenge: 5 (1,800 XP)

TRAITS:

Invisibility: The Pale Stalker can cast Invisibility on itself at will, without concentration. This effect lasts until it makes an attack or casts a spell. It can use this effect as a bonus action which prevents any opportunity attacks.

Ice Camouflage: While in snowy terrain or icy conditions, the Pale Stalker has advantage on Stealth checks to hide.

Keen Smell: The Pale Stalker has advantage on Wisdom (Perception) checks that rely on smell.

Frostbite Touch: A creature hit by the Pale Stalker’s claw attack must succeed on a DC 14 Constitution saving throw or take an additional 1d6 cold damage and have disadvantage on the next attack roll.

ACTIONS:

The Pale Stalker makes one attack: one with its claws or one with its bite.

Claw: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 3 (1d6) cold damage.

Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 4) piercing damage.

Chilling Roar (Recharge 5-6): The Pale Stalker lets out a terrifying roar, forcing all creatures within 30 feet of it to make a DC 14 Wisdom saving throw or become frightened for 1 minute. A creature that fails its saving throw can repeat the save at the end of each of its turns, ending the effect on itself on a success.


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