Small Monstrosity, Neutral
Armor Class 18 (natural armor)
Hit Points 104 (13d10 + 39)
Speed 25 ft., Fly 60 ft.
STR
12 (+1)
DEX
20 (+5)
CON
16 (+3)
INT
4 (-3)
WIS
14 (+2)
CHA
3 (-4)
Saving Throws DEX +8
Skills Perception +5, Stealth +8
Damage Resistances Acid
Senses Darkvision 60, Passive Perception 15
Languages --
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Blood Frenzy. The amber stalker has advantage on melee attack rolls against any creature that doesn’t have all its hit points.

Cameleon. The amber stalker can change its skin color to better blend into its surroundings. This ability gives the amber stalker advantage on stealth checks.

Actions

Multiattack. The amber stalker makes two attacks: one with its claws and one with its bite or it can use its amber spit attack.

Claws. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (2d8 + 5) slashing damage.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 5) piercing damage plus 8 (2d8) acid damage

Amber Spit (Recharge 5–6). Ranged Weapon Attack: +8 to hit, range 30/60 ft., one creature. Hit: The amber stalker spits a thick orange gel upon hitting, the target is restrained as the orange gel solidifies into amber. As an action, the restrained target can make a DC 17 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 15; hp 25; immunity to poison, and psychic damage).

Description

Amber Stalkers are pack hunters typically in packs of 3-6. They live in the large and thick trees of tropical climates. 

Habitat: Forest

Damaricus

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