Large Monstrosity, Unaligned
AC 15 natural armor    Initiative +3 (13)
HP 110 (13d10 + 39)
Speed 45 ft.
Mod Save
STR 18 +4 +4
DEX 16 +3 +6
CON 16 +3 +3
Mod Save
INT 4 -3 -3
WIS 14 +2 +5
CHA 6 -2 -2
Skills Perception +5, Stealth +9
Immunities Poison; Poisoned
Senses Darkvision 60, Passive Perception 15
Languages --
CR 7 (XP 2,900; PB +3)
Traits

Hybrid Predator. The nightstalker has advantage on Wisdom (Perception) checks that rely on smell, and it can track creatures by scent alone.

Nocturnal Stalker. While in dim light or darkness, the nightstalker has advantage on Dexterity (Stealth) checks and attack rolls.

Venomous Fangs. A creature bitten by the nightstalker must succeed on a DC 15 constitution saving throw or become poisoned for 1 minute. While poisoned this way, the creature’s speed is reduced by 10 feet. The creature can repeat the save at the end of each of its turns, ending the effect on a success.

Pounce. If the nightstalker moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, the target must succeed on aDC 15 strength saving throw or be knocked prone. If the target is prone, the nightstalker can make one Bite attack against it as a bonus action.

Actions

Multiattack. The nightstalker makes two attacks: one with its Bite and one with its Claws.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 19 (3d8) piercing damage, (2d6) Poison damage

Claws. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10+4) slashing damage.

Night Howl (Recharge 5–6). The nightstalker releases a chilling howl. Each creature of its choice within 30 feet that can hear it must succeed on a DC 14 Wisdom saving throw  or be frightened until the end of their next turn. Creatures poisoned by the nightstalker have disadvantage on this save.

DungeonDDive

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