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Horned Stalker in Dungeons & Dragons 5e

Horned Stalker

Medium to Medium fey, chaotic evil
Armor Class: 16
Hit Points: 6d8+30
Speed: 40 Feet , fly: 0 Feet , burrow: 5' Feet , swim: 10' Feet , climb: 30' Feet

STR

16 +3

DEX

18 +4

CON

20 +5

INT

12 +1

WIS

12 +1

CHA

6 -2

Saving Throws: May roll with advantage against magical attacks up three times per day.
Skills: Tracking, when given a target, the stalker must be provided with a personal possession or physical part (like a strip of clothing, hair brush, nail clipping or blood) from the target creature, they will not track objects. Once given the item the Horned Stalker will be able to unfailingly track the target creature. If anyone or anything blocks the Stalker from its pursuit it will either evade or destroy the obstalce. If a large body of water comes between the Stalker and it prey it will seek to stowaway on a boat or ship. If it sees no otherway to get where it needs to go it will hijack a vessel and force it crew to take it where it wants to go.   Stealth - The stalker has advantage on all stealth rolls unless the area is open and birghly lit like courtyard, or roadway on a sunny day.
Damage Vulnerabilities: Radiant
Damage Resistances: Non-magical weapons unless silvered.
Damage Immunities: Necrotic Damage, Poison
Condition Immunities: Fear, Charm, paralysis, exhaustion
Senses: Due to its acute sense of hearing and smell the Stalker cannot be surprised and receives advantage on all initiative rolls.
Languages: Common,
Proficiency Bonus: +3

2/day: The Stalker may cast invisibility on itself twice a day, duration 10 rounds. Misty Step.


Paralysis - Any creature hit by the stalker's claw or bit attacks must save v. poison or take 4-24 points of poison damage and become paralyzed for 1-12 hours.

Actions

Claw Attack 2x a turn 1-6+3 points of damage (see special ability). Bite - 1-8 +3 points of damage (see special ability)

Bonus Actions

Jump - The stalker may jump up to 30' from a standing position or as a bonus action at the end of a dash rom a standing position or as a bonus action at the end of a dash.

Usual Tactics

The stalker prefers to attack from ambush, preferable when its target is along. Its great stealth and ability to become invisible facilitate it attacking without warning.

These supernatural assassins are summoned from the Fey by powerful spell casters and other magic using entitied. There vicous and cunning creatures will enthusiastically and single mindedly pursue, kill or capture whatever prey their summoner designates. These creatures quite literarily live for the thrill of the hunt. Their appearance is both bizarre and meanacing. THey are bipeds standing beween 6'-7' tall with their mainly covered with stiff black feathers while their exposed faces, arms and legs are scaly and birdlike in appearance with their fingers and toes being tipped with long talons. They have an elogated skull and a mouth full of needlelike teeth.

Suggested Environments

These creatures will go anywhere in pursuit of their assigned target, but if they have to cross large stretches of water they will seek to sneak aboard a boat or ship.


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