Medium swarm of Medium humanoids, Lawful Evil
Armor Class 16 Breastplate
Hit Points 38 (3d10)
Speed 30 ft., +10 When using Dread Ambusher
STR
12 (+1)
DEX
20 (+5)
CON
15 (+2)
INT
12 (+1)
WIS
17 (+3)
CHA
14 (+2)
Saving Throws STR +3, DEX +7
Skills History +3, Insight +5, Investigation +3, Perception +3, Stealth +8, Survival +5
Senses Darkvision SUPERIOR + 30 feet, Passive Perception 13
Languages Common, Deep Speech, Elvish, Undercommon Undercommon, Deep Speech, Common, Elvish
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Fighting Style: Archery +2 to Att Rolls with ranged weapons

Gloom Stalker traits: Dread Ambusher, Umbral Sight

DA: You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.

At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon's damage type.

US: If you already have darkvision from your race, its range increases by 30 feet.

You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.

Natural Explorer: Underdark (double proficiency bonus on Int or Wis checks made in Underdark, see page 91 in PHB for full benefits)

Primeval Awareness: innate ability to communicate with beasts, and they recognize you as a kindred spirit;

As an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.

By spending 1 uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures’ general direction and distance (in miles) from you.

Keen Senses: Proficiency in Perception

 

Spellcasting

Superior Darkvision (Plus Umbral Sight)- You can see in dim light within 150 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Fey Ancestry: Advantage on sav. throw against charm and magic cant put you to sleep

Sunlight Sensitivity

Drow High Magic Free Spells (@Level)- Faerie Fire, Detect magic  at will, without expending a spell slot. Levitate and Detect magic, each of which you can cast once without expending a spell slot. You regain the ability to cast those two spells in this way when you finish a long rest.
Charisma is your spellcasting ability for all three spells.

 

Spellcasting. 3rd Level spellcaster. Spellcasting ability is [Wisdom] (spell save DC 13, + 5 to hit with spell attacks). 

Prepared:

Cantrips (at will): Dancing lights, 
1st level (# slots): Cure Wounds, Hunters Mark, Fog Cloud, Detect Magic (free), Faerie Fire (free), Disguise Self (free), Levitate (free), 

Actions

Short sword Melee Attack. Melee Weapon Attack: +# to hit, reach # ft., # target. Hit: # (#d# + #) [damage type] damage. 

Blightbow Ranged Attack. RangedWeapon Attack:  +7 to hit, range 150/600 ft., 1 target. Hit: 11 (1d8 + 7) [damage type] damage.

Dread Ambush. Walking speed increases by 10,  make one additional weapon attack, the target takes an extra 1d8 piercing damage

Description

Four hundred years ago Clan Brightstep was a well respected family in Ched Nasad. However, due to the impertinence and greed of Alton Brightstep, the family and name were forever blighted by the mistake of setting Fraz-Urb'luu free from his two hundred-year imprisonment. The subsequent fall of the city of Ched Nasad helped the now dubbed Blightstep family fade into obscurity. The mantle of the Blightstep (Gloom Stalker) has been passed on through the family as well as the directive to find and destroy Fraz in order to restore the family to preeminence.

Zrk-Ast originally baulked at the idea of adopting such a responsibility, but when he was only 40, demonic forces sent by Fraz discovered the hidden family home and massacred all but a handful of those that remained loyal and connected to the fallen clan. Such wanton desctruction incesned Zrk-Ast and he took up the family Blightbow with renewed zeal. Grimmly stepping out into a world that would shun or still him vowing to do whatever it takes to rid the world of the Demonic Prince of Lies once and for all.

Lair and Lair Actions

Natural Explorer. Underdark
You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.

While traveling for an hour or more in your favored terrain, you gain the following benefits:

Difficult terrain doesn’t slow your group’s travel.
Your group can’t become lost except by magical means.
Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
If you are traveling alone, you can move stealthily at a normal pace.
When you forage, you find twice as much food as you normally would.
While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.

Monster Tags: humanoid

Habitat: Underdark

Marsbott