Hunter's Instincts: The Skystalker has advantage on Perception and Survival checks made to track creatures, especially at night or in the mist-covered forests of Clifbour.
Multiattack: The Clifbour Skystalker makes one ranged attack or two melee attacks: one with its bite and one with its claws.
Bite: Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 15 (2d8+4) piercing damage.
Claws: Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 14 (2d8+4) slashing damage.
Rift Shot: Ranged Weapon Attack: Reach 120 ft, AOE damage.
Hit: 3d6+4 AOE damage in 5ft Radius. Target can make a DC15 dex save for half damage.
Ethereal Dive (Recharge 6): The Clifbour Skystalker shifts to the Ethereal Plane and swoops down on an enemy, reappearing to strike. The target must make a DC 14 Dexterity saving throw or take 18 (3d8+4) force damage and be knocked prone. On a successful save, they take half damage and are not knocked prone
Ethereal Step (Recharge 5-6): As a bonus action, the Clifbour Skystalker can teleport up to 30 feet to an unoccupied space it can see. It briefly flickers between the Material and Ethereal Planes while teleporting, avoiding attacks of opportunity. If the teleportation fails (blocked by magical means), the Skystalker takes 1d8 force damage.
Description
The Clifbour Skystalker is an ancient predator that has roamed the island for centuries. Resembling a cross between a giant raptor and a bat, its leathery wings shimmer with a strange, ethereal glow. It uses the mist and cliffs of Clifbour to its advantage, hunting its prey silently from above. Local hunters have long spoken of the beast, often calling it "The Phantom of Clifbour."
Despite its fearsome reputation, the Skystalker is a solitary creature that only attacks when it feels threatened or when it senses an opportunity for an easy meal. Its limited teleportation and flight allow it to ambush adventurers before retreating into the shadows.
Lair and Lair Actions
Deep within the dense and mist-shrouded forest of Clifbour lies the Clifbour Skystalker's lair. Its home is hidden beneath the towering trees where sunlight barely filters through the thick canopy, casting long shadows across the forest floor. The lair is situated in a secluded, hard-to-reach hollow at the base of an ancient, gnarled tree whose roots twist into a natural archway, creating a protective entrance.
Lair Actions
On initiative count 20 (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:
-
Grasping Roots (Initiative Count 20, Losing Ties)
The ancient roots and vines in the lair respond to the Clifbour Skystalker’s presence, suddenly lashing out to ensnare intruders.
- The ground within a 20-foot radius of a point the Skystalker can see becomes entangled in twisting roots and vines. Each creature in the area must succeed on a DC 14 Strength saving throw or become restrained by the roots.
- A restrained creature can use its action to make a DC 14 Strength check, freeing itself on a success. The roots last until the start of the next lair action, or until the Skystalker uses this ability again.
-
Ethereal Circle (Initiative Count 20, Losing Ties)
The Skystalker can briefly create an ethereal trap that alters the battlefield, momentarily transporting targets to dangerous heights.
- The Skystalker causes a shimmering, ethereal circle to appear on the ground within 30 feet of it. Any creature within a 10-foot radius of the circle must succeed on a DC 14 Dexterity saving throw or be teleported 30 feet into the air, as they are momentarily shifted to the Ethereal Plane and returned suspended in the air.
- A teleported creature then falls unless they have a method of flight or teleportation, taking fall damage as normal (3d6 from 30 feet).
- The ethereal circle vanishes immediately after the teleportation, and the action recharges on a roll of 6 on a d6.
Regional Effects
The region containing a legendary [monster name]’s lair is very misty causing issues with vision, which creates one or more of the following effects:
- Disadvantage on all attacks further than 60 feet out.
If the [monster name] dies, these effects fade over the course of 30 days.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
10/8/2024 7:31:30 PM
|
8
|
1
|
1
|
Coming Soon
|
Comments