Medium Aberration, Neutral Evil
Armor Class 16
Hit Points 136 (16d8 + 64)
Speed
STR
16 (+3)
DEX
18 (+4)
CON
18 (+4)
INT
15 (+2)
WIS
16 (+3)
CHA
14 (+2)
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened
Senses Passive Perception 19
Languages --
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Spellcasting (Psionics). The Astral Stalker's innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no material components:

  • At will: detect thoughts, mage hand (the hand is invisible)
  • 3/day each: confusion, telekinesis
Actions

Mind Warp: Once per day, the Astral Stalker can target one creature it can see within 60 feet. The target must succeed on a DC 16 Intelligence saving throw or take 4d10 psychic damage and be stunned until the end of the Astral Stalker's next turn.

  1. Multiattack: The Astral Stalker makes two attacks with its claws or uses Mind Warp.

  2. Claw: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 4) slashing damage.

Bonus Actions

Astral Phasing. As a bonus action, the Astral Stalker can phase in and out of the Astral Plane. While phased out, it is invisible and intangible, but it cannot attack or be attacked. It can phase back in as a bonus action.

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

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

Tactics:

  • Hit and Run: The Astral Stalker uses its phasing ability to ambush the party, attacking and then phasing out to avoid retaliation.
  • Psychic Assault: It targets spellcasters or tactically important party members with Mind Warp to disorient and incapacitate.
  • Disruption: Uses its innate psionics to create chaos, separating and controlling the battlefield.

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.

KSARelic

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