Fluid Form. The void stalker can take many forms, changing rapidly between them to adapt to its current needs.
Magical Fortitude. The Void Stalker has advantage against magical attacks.
Stealth. Attacks by the Void Stalker against targets that cannot see it are made with advantage, and successful attacks deal an extra 5d6 damage.
Spellcasting. While in Shade form, the Void Stalker is a spellcaster, with a spell DC of 16 and has the following spells prepared:
Chill of the Void (1/day) The area around the Void Stalker becomes instantly sub-zero. Each creature in a 30-foot radius of the Void Stalker must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one.
Drain Life (3/day) The Void Stalker touches a creature it can see, which must make a Constitution saving throw. The creature takes 5d8 + 5 necrotic damage on a failed save, and half as much on a successful save.
The Void Stalker regains half the amount of any damage dealt with this spell in hit points.
Silence (At will) For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point the Void Stalker chooses within 30 feet. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.
Darkness (At will) Magical darkness spreads from a point the Void Stalker chooses within 30 feet to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it.
Ice Knife (At will) The Void Stalker creates a shard of ice and flings it at one creature within 60 feet (+8 to hit). On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage on a failed save, half that on a successful save.
Beast Form
Multiattack. The Void Stalker makes three attacks: two with its claws and one bite attack or make a shadow pounce and a bite attack.
Claws. Melee Weapon Attack. +8 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 3) slashing damage, and the target must make a DC 15 Constitution saving throw, taking 12 (2d6 + 6) poison damage on a failed save, or half as much damage on a successful one.
Bite. Melee Weapon Attack. +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 6) piercing damage, and the target must make a DC 15 Constitution saving throw, or take 4 (1d8) lightning damage and become stunned until the end of their next turn. On a successful save, the damage is reduced by half and the target is not stunned.
Shadow Pounce. The Void Stalker lunges at a creature it can see within 10 feet. That creature must make a DC 16 Dexterity saving throw. On a failed save, the Void Stalker shifts slightly out of the plane it is on, becoming partially ethereal, and passes through the creature, causing 18 (4d6 + 4) frost damage and reducing the target's movement speed to 0 until the end of its next turn.
Humanoid Form
Multiattack. The Void Stalker makes two attacks with its claws, and one ranged attack with its darts.
Claws. Melee Weapon Attack. +8 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 3) slashing damage, and the target must make a DC 15 Constitution saving throw, taking 12 (2d6 + 6) poison damage on a failed save, or half as much damage on a successful one.
Void Darts. Ranged Weapon Attack. The Void Walker sprays obsidian darts from its mouth in a 30 foot cone. Each creature within range must make a DC 16 Dexterity saving throw or take 17 (4d6 + 3) piercing damage.
Psychic Revenge. When the Void Stalker takes damage, it can use its reaction to make echoes of that pain reverberate throughout the attackers mind, causing 20 (4d6 + 6) psychic damage.
Parry. When in humanoid form, the Void Stalker can use its reaction to add 5 to its AC against one melee attack that would hit it. To do so, the Void Stalker must see the attacker and be wielding a melee weapon.
Form Flow (1/Round). Once per round the Void Stalker can alter its form to suit its needs, selecting from one of the following:
Beast Form
A lithe, panther-like form with sharp claws and teeth. The head can swivel unnaturally around like an owl, and the Void Stalker can climb walls.
AC: 16
STR: 18 (+4) DEX: 14 (+2) CON: 18 (+4) INT: 10 (+0) WIS: 10 (+0) CHA: 6 (-2)
Shade Form
A flowing, hooded figure, with rail thin appendages and deep, violet burning eyes. Hovers over the ground and is not impeded by rough terrain.
AC: 12
STR: 6 (-2) DEX: 12 (+1) CON: 10 (+0) INT: 20 (+5) WIS: 16 (+3) CHA: 16 (+3)
Humanoid Form
A lean, muscled assassin-like form, with extremely long and razor-sharp talons for fingers.
AC: 19
STR: 14 (+2) DEX: 20 (+5) CON: 14 (+2) INT: 14 (+2) WIS: 10 (+0) CHA: 10 (+0)
Ethereal Form
The Void Stalker shifts mostly out of this plane and into a neighboring pocket dimension. While in this form it can see and hear the world around it, but moves unimpeded through all obstacles except adamantine, and is invisible except via scrying. It cannot interact with anything in the world while in this form, but also cannot be interacted with physically or magically.
AC: 12
STR: 6 (-2) DEX: 12 (+1) CON: 10 (+0) INT: 20 (+5) WIS: 16 (+3) CHA: 16 (+3)
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