Keen Hearing and Smell. The Astral Prowler has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Living Shadow. While in dim light or darkness, the prowler has resistance to damage that isn’t psychic, or radiant.
Shadow Stealth. While in dim light or darkness, the prowler can take the Hide action as a bonus action.
Necrotic Regeneration. If the prowler takes necrotic damage it heals half the damage instead.
Multiattack. Astral Prowler makes one with its bite and two with its claws.
Bite . Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (3d8 + 8) piercing damage plus 7 (2d8) necrotic damage.
Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 16 (3d6 + 8) slashing damage.
Shadow Jump (Recharge 5–6). If the Astral Prowler is in dim light or darkness, each creature of the Astral Prowler’s choice within 15 feet of it must succeed on a DC 17 Constitution saving throw or take 34 (8d8) necrotic damage.
The Astral Prowler then teleports up to 60 feet to an unoccupied space it can see. It can bring one creature it’s grappling, teleporting that creature to an unoccupied space it can see within 5 feet of its destination. The destination spaces of this teleportation must be in dim light or darkness.
Shadow Step. While in dim light or darkness, the prowler teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see that is also in dim light or darkness. It then has advantage on the first melee attack it makes before the end of the turn.
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