Astral Hunter. The astral stalker has advantage on Wisdom (Perception) and Wisdom (Survival) checks. When the stalker uses the Search action and finds a creature, it can magically track the creature for 24 hours or until it tracks a different creature this way. While tracking the creature, the hunter knows the exact location of the creature, and whether it is below half of its maximum hit points or not.
Elusive Prey. Wisdom (Survival) checks made to track an astral stalker are made with disadvantage.
Nimble Escape. The astral stalker can take the Disengage or Hide actions as a bonus action on each of its turns.
Multiattack. The astral stalker makes two claw attacks.
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 ([roll]1d12+5[/roll]) slashing damage plus an additional 10 (3d6) slashing damage if the astral stalker has advantage on the attack roll.
Throat Dart. Ranged Weapon Attack: +9 to hit, range 20/80 ft., one target. Hit: 7 ([roll]1d4+5[/roll]) piercing damage and the target must succeed on a DC 16 Constitution saving throw or be paralyzed for 1 minute. A paralyzed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
N/A
Unearthly Grace. The astral stalker adds its Charisma modifier to its Armor Class against one attack that would hit it, potentially causing that attack to miss.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Astral stalker roam the Astral Sea, reveling in the thrill of the hunt. They prefer intelligent creatures as quarry, for the added challenge and for the added satisfaction of a kill. They adhere to a strange set of tenets known as the Rules of the Hunt: they do not ever prey again on a creature that has eluded them; they do not hunt a creature that has employed them for at least one year; and they do not, under any circumstances, hunt each other. Astral stalkers see any creature that is not an astral stalker as potential prey, and when encountered on the Astral Sea, or something on other planes, they are liable to sneak up and attack immediately. They favor ambushes, as they are most skilled in sinking their claws into creatures that are not aware of them, breaking away from the fight, and attacking against from an unexpected angle.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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