Medium Aberration, Unaligned
Armor Class 17 (natural armor)
Hit Points 15 (5d8 - 5)
Speed 35 ft.
STR
6 (-2)
DEX
14 (+2)
CON
8 (-1)
INT
8 (-1)
WIS
8 (-1)
CHA
3 (-4)
Saving Throws DEX +4
Skills Stealth +6
Damage Vulnerabilities Force, Psychic, Slashing
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Frightened
Senses Passive Perception 9
Languages --
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Assassinate. If the Stalker hits Creature who has not had a turn of initiative, it is considered a critical hit. 

Assassins opportunity. The stalker is able to make one additional attack if the creature it is attacking is surprised or has not gone in initiative yet.

Actions

Talon. Melee Weapon Attack: +6 to hit, Reach 5ft., 1 target. Hit: 10 (2d6 + 4) Piercing damage.

Description

Overview. Stalkers are normal Humanoids that were corrupted by a curse. 

Tactics. Spikers are smart enough to come up with simple tactics. They will regularly wait with other stalkers in low-light conditions to ambush their opponents. 

As a side note, Stalkers are smart enough to run away from a fight and attempt to set up another ambush. They are smart enough to use hit-and-run tactics.

Trash732

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