Alert. The stalker has a +5 bonus to its Passive Perception.
Hunter's Hide. The stalker adds its Constitution modifier to its armor class.
Elusive Prey. Creatures have disadvantge on ability checks made to track the stalker.
Spellcasting. The stalker is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The stalker has following ranger spells prepared:
1st level (4 slots): hunter's mark, jump (self only), longstrider (self only)
2nd level (2 slots): pass without trace (self only)
Swift Hunter. The stalker can take the Dash or Hide action as a bonus action.
Sneak Attack (1/Turn). The stalker deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the stalker that isn’t incapacitated and the stalker doesn’t have disadvantge on the attack roll.
Multiattack. The stalker makes 2 claw attacks. The stalker can replace one of its attacks with its claw with a thoat dart attack.
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 6) slashing damage.
Throat Dart. Ranged Weapon Attack: +9 to hit, range 20/60, one target. Hit: 8 (1d4 + 6) piercing damage, and the target must make a DC 16 Constitution saving throw. On a failed save the target is poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effects on a success.
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