Large Aberration, Chaotic Evil
Armor Class 16 (natural armor)
Hit Points 153 (18d10 + 54)
Speed 40 ft., Climb 40 ft.
STR
18 (+4)
DEX
16 (+3)
CON
16 (+3)
INT
11 (+0)
WIS
14 (+2)
CHA
7 (-2)
Skills Intimidation +4, Perception +5, Stealth +6
Condition Immunities Frightened
Senses Darkvision 120 ft., Passive Perception 15
Languages Telepathy 120 ft.
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Antimagic Cone. The strider's eyes create an area of antimagic, as in the antimagic field spell, in a 60-foot cone. At the start of each of its turns, the strider decides which way the cone faces and whether its eyes are open or closed.

Azure Toxin Sensitivity. The strider has disadvantage on saving throws against poison caused by itself or other striders, and the strider has vulnerability against poison damage it takes from itself or other striders.

Magic Resistance. The strider has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The strider makes two claw attacks and one gore attack, or four toxic flechette attacks.

Claw. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 3 (1d6) poison damage. 

Gore. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage, and the target must make a DC 14 Constitution saving throw. On a failed save, the target takes 13 (2d12) poison damage and is poisoned for 24 hours. On a successful save, the target takes half as much damage and isn't poisoned.

Toxic Flechette. Ranged Weapon Attack: +6 to hit, range 25/100 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target is stuck with a toxic flechette. At the end of their next turn, all toxic flechettes stuck to the target detonate. The target and each creature within 5 feet of it must make a DC 14 Constitution saving throw, taking 6 (1d12) poison damage for each flechette that detonates on a failed save, or half as much damage on a successful one. A creature, including the target, can use its action to detach and disarm a single flechette.

Haunting Howl. The strider howls magically. Every enemy within 300 feet of the strider that can hear it must succeed on a DC 14 Wisdom saving throw or be frightened until the end of the strider's next turn or until the strider is incapacitated. A frightened target that starts its turn within 30 feet of the strider is paralyzed while frightened in this way. A target that successfully saves is immune to the howling of all striders for the next 24 hours.

Description

Azure striders are living weapons bred by the Kalashtar to hunt down the last of the elves that reside in Alif. These beasts prowl through the wilderness and the ruins of Alif's cities, letting out strange and haunting cries that rattle the spirits of those catch their howls on the wind. Designed to combat the masters of the arcane among the elves, azure striders can emit powerful beams of antimagic from their brilliant blue eyes, and their iridescent exoskeleton helps them to better resist any magic that evades their gaze. As they approach their target, azure striders can rapidly eject their regenerative claws, firing them as a volley of deadly flechettes. These claw-flechettes are connected to poison glands filled with an explosive concoction of toxins, the likes of which even the azure striders themselves are vulnerable to. 

Habitat: ForestHillMountain

M0yenn3

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