Invisibility. The astral stalker can innately cast the invisibility spell without using any material components.
Quick Claws. Against a slow or an immobilized target, the astral stalker makes two claw attacks.
Combat Advantage. The astral stalker's melee attacks deal an extra 7 (2d6) piercing damage against any target it has combat advantage against.
Stalker's Quarry: After using the claw attack, the astral stalker can use this ability as a bonus action. The astral stalker knows the exact location of a creature it has designated as its quarry. The astral stalker can have only one quarry at a time, but the power works across any distance and even across planar boundaries.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., 1 target. Hit: 12 (2d6 + 5) slashing damage.
Throat Dart. Ranged Weapon Attack: +11 to hit, range 30/60 ft., 1 target. Hit: 10 (1d10 + 5) piercing damage. The target must succeed on a DC 16 saving throw against being poisoned. On a failed save, the creature is poisoned and takes 5 (1d10) poison damage. It must repeat the saving throw at the end of its next turn. On a success, the effect ends.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Description
Devious and battle-hungry hunters, astral stalkers savor challenge and renown. Many of them serve as assassins and bounty hunters, and an astral stalker might pursue its quarry simply to test its mettle against a worthy foe.
Although created as instruments of the gods in their war against the primordial beings, astral stalkers survive still. They’re now a race unto themselves, inhabiting the Astral Sea. Astral stalkers gather in small tribes, and leadership of a tribe falls to the astral stalker with the best hunting trophies.
An astral stalker relies on its invisibility and stealth to catch prey by surprise. It has poisonous bone darts in its throat that it can eject with deadly accuracy. It uses these darts to dis-orient and incapacitate enemies. Once one or more foes are slowed or immobilized, the stalker lunges into melee and uses its quick claws ability against its chosen quarry. If its quarry shakes off the dart's debilitating effects, the stalker retreats and turns invisible again, returning to ranged attacks and repeating the same strategy.
NOTE: THIS IS AN ATTEMPT AT CONVERTING A 4TH EDITION MONSTER INTO THE 5TH EDITION OF D&D. SOME CONTENT IN THE SPECIAL TRAITS, ACTIONS, AND MONSTER CHARACTERISTICS DESCRIPTIONS SECTIONS ARE FROM THE 4TH EDITION MONSTER MANUAL WRITTEN BY MIKE MEARLS, STEPHEN SCHUBERT, AND JAMES WYATT.
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