Blind. The Blind Stalker automatically fails any perception check that relies on sight.
Heightened Senses. The Blind Stalker has advantage on any perception checks that rely on smell.
Smell of Fear. The Blind Stalker automatically succeeds on any perception check to detect a creature with the frightened condition. This overrides its blind trait.
Prey on Fear. The Blind Stalker has advantage on any attack roll made against a target that has the frightened condition.
Multiattack. The Blind Stalker uses its intimidation then can make two claw attacks. If it has a creature grappled, it can replace a claw attack for a bite attack.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 3) slashing damage. If the target is a creature that is medium or smaller, it becomes grappled (escape DC 15).
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 24 (6d6 + 3) piercing damage. If the target is a creature, it must make a DC 15 Constitution saving throw. On a failure, the stalker can do one of the following:
- The stalker chooses a sense the target has. The target immediately loses access to that sense and the stalker gains it. This loss lasts until the target receives magical healing or finishes a long rest.
- The stalker chooses a feature or trait the target has. The target immediately loses access to that feature or trait and the stalker gains it. This loss lasts until the target receives magical healing or finishes a long rest.
- The stalker chooses an attribute. The target’s score in that attribute becomes 10 (unless it was already lower than 10) and the stalker’s score in that attribute becomes the previous score the target had in that attribute (unless the stalker’s score was already higher). The target’s attribute remains changed until it receives magical healing or finishes a long rest.
- The stalker reduces the target’s hit point maximum by half the damage done and the stalker regains that many hit points. The target dies if this reduction reduces it to 0 hit points. The target’s hit point maximum resets when it receives magical healing or when it finishes a long rest.
Intimidation. The stalker chooses up to 5 creatures within 60 feet. Each must succeed on a DC 15 Wisdom saving throw or become frightened by the stalker until the end of the stalker’s next turn.
Description
Based on the creature from the 2001 film, Jeepers Creepers.
We created this stat block on our podcast: Creature Crunch. Available wherever you get your podcasts.
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