Stalker's Quarry. The astral stalker knows the exact location of a creature it has designated as its quarry. The astral stalker can only have one quarry at a time, but the power works across any distance and even crosses planar boundaries.
Combat Advantage. The astral stalker's melee attacks deal an extra 2d6 damage against any target it has combat advantage against.
Invisibility. The astral stalker can turn invisible at will as a bonus action.
Multiattack. The astral stalker makes two melee attacks with its claws or one ranged attack with its dart and one claw attack.
Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 16 (2d6 + 8) (or 4d6 + 8 if advantage) slashing damage, and the astral stalker can choose to designate the target as its quarry.
Throat Dart. Ranged Weapon Attack: +14 to hit, range 30/60 ft., one target. Hit: 14 (1d10 + 8) piercing damage, and the target must succeed on a DC 15 Constitution saving throw or become poisoned and has their speed reduced by half for 1 minute. At the end of each of the poisoned target’s turns, it must repeat the save, taking 5 (1d8) poison damage on a failed save, or ending the effect on itself on a successful one.
Description
An astral stalker relies on its invisibility and stealth to catch prey by surprise. It has poisonous bone darts in its throat that it can eject with deadly accuracy. It uses these darts to disorient and incapacitate enemies. Once one or more foes are slowed or immobilized, the stalker lunges into melee and uses its quick claws against its chosen quarry. If its quarry shakes off the darts' debilitating effects, the stalker retreats and turns invisible again, returning to ranged attacks and repeating the same strategy.
A conversion from 4e to 5e.
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