Invisible Stalker Assassin | New Monster for Dungeons & Dragons Fifth Edition

An invisible stalker is an air elemental that has been summoned from its native plane and transformed by powerful magic. Its sole purpose is to hunt down creatures and retrieve objects for its summoner. When it is defeated or the magic that binds it expires, an invisible stalker vanishes in a gust of wind.

Some invisible stalkers become experts at what they do, growing into the role. These invisible stalker assassins use their air elemental (and invisible) nature to great effect, allowing them the ability to sneak up on opponents and deal lethal blows.

Invisible Stalker Assassin

Medium elemental, neutral


Armor Class 14

Hit Points 136 (21d8 + 42)

Speed 50 ft., fly 50 ft. (hover)


Abilities Str 16 (+3), Dex 19 (+4), Con 14 (+2), Int 11 (+0), Wis 17 (+3), Cha 11 (+0)


Saving Throws Dex +8, Int +4

Skills Perception +11, Stealth +12

Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities poison

Condition Immunities exhaustion, grappled, paralyzed, petrified, prone, restrained, unconscious

Senses darkvision 60 ft., passive Perception 18

Languages Auran, understands Common but doesn’t speak it

Challenge 11 (7,200 XP)


Cunning Action. On each of its turns, the stalker can use a bonus action to take the Dash, Disengage, or Hide action.

Invisibility. The stalker is invisible.

Faultless Tracker. The stalker is given a quarry by its summoner. The stalker knows the direction and distance to its quarry as long as the two of them are on the same plane of existence. The stalker also knows the location of its summoner.

Sneak Attack (1/Turn). The stalker deals an extra 10 (3d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the stalker that isn’t incapacitated and the stalker doesn’t have disadvantage on the attack roll.


Actions

Multiattack. The stalker makes three slam attacks.

Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 4) bludgeoning damage.


Reactions

Uncanny Dodge. The stalker halves the damage that it takes from an attack that hits it. The stalker must be able to see the attacker.

 

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