Ethereal Camouflage. The Astral Creeper has advantage on Dexterity (Stealth) checks made in dim light or darkness.
Otherwordly Presence. Any creature that starts its turn within 5 feet of the Astral Creeper must succeed on a DC 12 Wisdom saving throw or be disoriented (imposing disadvantage on its first attack roll) until the start of its next turn.
Claw Attack. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) slashing damage.
Astral Shriek (Recharge 5-6). The Astral Creeper emits a piercing, otherwordly shriek. Each creature within 10 feet that can hear it must succeed on a DC 12 Constitution saving throw or be stuned until the end of its next turn.
Astral Phase. As a bonus action, the Astral Creeper can partialy shift into astral sea, becoming incorporeal until the end of its next turn. While incorporeal, it can move through creatures and objects. If it ends its turn inside an object, it is shunted to the nearest unoccupied space.
Phasing Evasion. When a creature musses the Astral Creeper with melee attack, it can use its reaction to move up to 10 feet without provoking opportunity attack and attempt to hide, gaining advantage on the Stealth check.
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