Perpetual Decay. At the start of it’s turn, when not in Direct Sunlight, the Crypt Stalker will regain 15 Hit points. If the Crypt Stalker takes Fire or Radiant Damage then this trait doesn’t function at the start of its next turn.
Undying horror. If the Crypt Stalker drops to 0 Hit points within 5ft of a tomb, grave or crypt, it will draw necrotic essence from the site and restore 10 Hit points at the start of its next turn. If the Crypt Horror takes any Radiant or Fire Damage then this doesn’t function and it will die.
Multiattack. The Crypt Stalker makes 4 attacks, three with its Distended Claws and one with its Bite.
Distended Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: 13 (2d8 + 4) slashing damage.
Bite. Melee Weapon Attack: +8 to hit, range 5 ft., 1 target. Hit: 16 (3d8 + 4) piercing damage. The target must make a DC13 Constitution Saving Throw or take 2D6 Necrotic Damage.
Paralyzing Wail. In place of a bite attack, the Crypt Stalker may release a Paralyzing Wail. Every creature within 30ft must make a DC15 Wisdom Saving Throw, on a failed save, the target is Paralyzed for One round. On a successful save, the target is immune to the effects for 24 hours.
Grave Walk. As an action, the Crypt Stalker may disappear through a grave or crypt it can touch, it may then reappear, as a free action, through any grave or crypt within 60 ft. on it’s next turn.
Description
It is not known where the Crypt Stalkers originate, but stories of their horrific image fill the bedtime stories of children from Humerhall to Halthoren. Pale lifeless flesh envelopes a spiny, elongated form, terrible distended Claws emerge from the end of wirey arms. Along its back and sides, elements of bone protrude at awful angles. Lidless, coal black eyes peer out from above a vicious maw.
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