Detection. Any humanoid character/creature is automatically at a stealth disadvantage when within a circular area of 80ft around the void stalker. Always active. Stealth checks get harder per every 5ft the character approaches the monster. Once within 30ft, they are automatically detected.
Stalker's Chase. The Void Stalker's crawling/climbing speed it equal to its walking speed and can dash up perfectly vertical surfaces when in pursuit of prey/target.
Predator. The void stalker makes claw and bite attacks with advantage on a large or smaller creature it has seized.
Spellcasting. The void stalker operates like a 3rd-level spellcaster when casting frighten or paralyze.
Cantrips (at will): Frighten
Spells (1 charge and 3 charges max): Paralyze
Prowl. Stealth Action: The void walker bends down to the ground with its gnarly limbs bent low and arched. Acts as hiding mechanically.
Leap. Movement Action: Jumps up to 20 ft and gains advantage if jumps 10+ft. and lands next to a Target. Target must succeed on a DC 14 Con/Wis saving throw to not be frightened. If a critical fail, target is paralyzed until next turn with disadvantage.
Slash. Melee Weapon Attack: +4 to hit, reach 6 ft., one target. Hit 5 (1d6 + 2) slashing damage.
Slam. Melee Weapon Attack: +4 to hit, reach 8 ft., one target. Hit 4 (1d4 + 2) bludgeoning damage. Target must succeed on a DC 12 Strength (Athletics) or Dexterity (Acrobatics) saving throw or be knocked prone.
Seize Melee Weapon Attack +4 to hit, reach 8 ft., one target. Hit 4 (1d4 + 2) piercing damage. Target is grappled.
Bite Melee Weapon Attack +4 to hit (advantage), reach 8 ft., one grappled creature. Hit 7 (2d4 + 2) piercing damage and the target creature has disadvantage to escape a grapple.
Leap. Movement Bonus Action: Jumps up to 20 ft and gains advantage if jumps 10+ft. and lands next to a Target. Target must succeed on a DC 14 Con/Wis saving throw to not be frightened. If a critical fail, target is paralyzed until next turn with disadvantage.
Dash. Movement Bonus Action: Movement speed is doubled for remaining turn.
Shriek. Effect Bonus Action: The void stalker unleashes a terrible, ear-bleeding shriek of pain, anger, and hunger. All targets within audible range of 60ft. must succeed a DC 16 Wisdom or Constitution saving throw to avoid being freighted. If target rolls lower than a total of 8, they are paralyzed for two turns unless helped and drop their weapons.
Quick reflexes. When target makes a successful roll against the void stalker, the void stalker must roll a matching dice to hit dice and have its roll be higher to successfully dodge what would be a successful attack. Max of 3 times per battle.
Glutton. When target moves out of the void stalker's hit range of 8ft, the target must succeed a DC 14 Dexterity (Acrobatics) in order to avoid being knocked prone.
Description
Void stalkers are a specialized type of reanimated corpses of people who died in cursed lands. easily identifiable by the rotting stench of gore and stale ocean salt and the dark tar on their frail, gnarly bodies. As the most common type of decay-based enemies, it is not uncommon to see on large one solitary or a group of smaller ones patrolling the area for prey. The larger one is, the more intelligent/sentient they become. Void Stalkers typically stay in the lands they died or were reanimated in, but when in pursuit, they will chase until they either die or get their prey.
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