Medium or Small Humanoid
AC 17 Light    Initiative +5 (15)
HP 66 (8d10 + 16)
Speed 40 ft.
Mod Save
STR 14 +2 +2
DEX 18 +4 +8
CON 18 +4 +8
Mod Save
INT 12 +1 +1
WIS 16 +3 +7
CHA 11 +0 +0
Vulnerabilities Acid, Fire, Force, Psychic
Resistances Lightning, Necrotic
Immunities Cold, Fire, Radiant; Grappled, Paralyzed, Poisoned
Gear Shortsword, Repeating Crossbow, Grappling Hook
Senses Darkvision 120 feet; Passive Perception 17
Languages None
CR 10 (XP 5,900; PB +4)
Traits

Tracker’s Mark (1/day per target). As a bonus action, the Stalker marks a creature within 60 feet. Until the Stalker marks a different target, they have advantage on attack rolls against the marked target and ignore nonmagical concealment and half cover it benefits from. This mark lasts for 24 hours or until the target drops to 0 hit points.

Adaptive Resistance (Focused). When the Stalker takes damage of any type from their marked target, they gain resistance to that damage type until they finish a short or long rest. They can store up to two resistances at once; gaining a third causes the oldest one to be lost.

Ambusher. The Stalker has advantage on attack rolls against surprised creatures.

Cunning Action. On each of its turns, the Stalker can take the Dash, Disengage, or Hide action as a bonus action.

Actions

Multiattack. The Stalker makes two ranged weapon attacks or two melee weapon attacks.

Shortsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.

Repeating Crossbow. Ranged Weapon Attack: +8 to hit, range 80/320 ft., one target. Hit: 9 (1d10 + 4) piercing damage.

Grapple Harpoon (Recharge 5–6). Ranged Weapon Attack: +8 to hit, range 30 ft., one target. Hit: 7 (1d6 + 4) piercing damage, and the target must succeed on a DC 15 Strength saving throw or be pulled up to 15 feet toward the Stalker and become grappled (escape DC 15). While grappled in this way, the target’s speed becomes 0.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Mythic Action Name. Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Lighter armor with camouflaging enchantments. Masks shaped like predatory birds. Consist of former rangers and rogues belonging to the Concord of Aegis, now turned into hunters for Aegis. Able to absorb resistances from attacks.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Previous Versions

Name Date Modified Views Adds Version Actions
8/14/2025 5:39:24 AM
2
0
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Coming Soon
VantaBC

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