rpg—rules

monster

Invisible Stalker

Large Elemental, Neutral

Armor Class
14
Hit Points
97 (13d10 + 26)
Challenge rating
6
CHA
11 (+0)
CON
14 (+2)
DEX
19 (+4)
INT
10 (+0)
STR
16 (+3)
WIS
15 (+2)

Large Elemental, Neutral

AC 14 · Initiative +7 (22)

HP 97 (13d10 + 26)

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

Ability Score Mod Save
Str 16 +3 +3
Dex 19 +4 +4
Con 14 +2 +2
Int 10 +0 +0
Wis 15 +2 +2
Cha 11 +0 +0

Skills Perception +8, Stealth +10

Resistances Bludgeoning, Piercing, Slashing

Immunities Poison; Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious

Senses Darkvision 60 ft.; Passive Perception 18

Languages Common, Primordial (Auran)

CR 6 (XP 2,300; PB +3)

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 · SRD 5.2.1 · page 301