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Habitat: Urban; Treasure: None

Magic and malice give form to invisible stalkers, bodiless spirits of the air. These elusive beings pass unseen with nothing more than a stirring of air. They control powerful winds capable of moving objects and battering foes. Magic-users conjure these creatures to serve as killers and thieves. Invisible stalkers relentlessly pursue their quarry, and they rarely leave evidence of their crimes.

In rare cases, an invisible stalker lingers in the world without a spellcaster controlling it. Roll on or choose a result from the Uncontrolled Invisible Stalkers table to inspire why one of these monsters lurks in an area without a direct command.

Uncontrolled Invisible Stalkers
1d6 
The Invisible Stalker Is ...
1
The breath of an infamous god or monster.
2
A guardian of a hidden portal or magical site.
3
The lingering violent thoughts of someone killed in a great battle.
4
A manifestation of uncontrolled magic.
5
A servant of an evil elemental ruler such as Yan-C-Bin (the Elemental Prince of Evil Air).
6
Unable to complete its duty and tries to create circumstances allowing it to fulfill its task.
As detectives, we seek truth by eliminating the impossible, ever mindful that the impossible might also be seeking to eliminate us.
—The Casebook of Alanik Ray

Traits

Air Form. The stalker can enter an enemy’s space and stop there. It can move through a space as narrow as 1 inch without expending extra movement to do so.

Invisibility. The stalker has the Invisible condition.

Actions

Multiattack. The stalker makes three Wind Swipe attacks. It can replace one attack with a use of Vortex.

Wind Swipe. Melee Attack Roll: +7, reach 5 ft. Hit: 11 (2d6 + 4) Force damage.

Vortex. Constitution Saving Throw: DC 14, one Large or smaller creature in the stalker’s space. Failure: 7 (1d8 + 3) Thunder damage, and the target has the Grappled condition (escape DC 13). Until the grapple ends, the target can’t cast spells with a Verbal component and takes 7 (2d6) Thunder damage at the start of each of the stalker’s turns.


Invisible Stalker

Large Elemental, Neutral
  • Armor Class 14
  • Hit Points 97 (13d10 + 26)
  • Speed 50 ft., Fly 50 ft. (hover)
  • Initiative +7 (22)
STR
16 (3)
DEX
19 (4)
CON
14 (2)
INT
10 (0)
WIS
15 (2)
CHA
11 (0)
  • Saving Throws Str +3, Dex +4, Con +2, Int +0, Wis +2, Cha +0
  • Skills Perception 8, Stealth 10
  • Damage Resistance Bludgeoning, Piercing, Slashing
  • Damage Immunities Poison
  • Condition Immunities Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
  • Senses Darkvision 60 ft., passive Perception 18
  • Languages Common, Primordial (Auran)
  • Challenge 6 (2,300 XP)
  • Habitat Urban
  • Treasure None
  • Air Form. The stalker can enter an enemy’s space and stop there. It can move through a space as narrow as 1 inch without expending extra movement to do so.
  • Invisibility. The stalker has the Invisible condition.

Actions


  • Multiattack. The stalker makes three Wind Swipe attacks. It can replace one attack with a use of Vortex.
  • Wind Swipe. Melee Weapon Attack: +7 to hit, reach 5 ft., One Target. Hit: (2d6 + 4) Force damage.
  • Vortex. *Constitution Saving Throw:* DC 14, one Large or smaller creature in the stalker’s space. *Failure:* 7 (or [[1d8 + 3]] (1d8 + 3)) Thunder damage, and the target has the Grappled condition (escape DC 13). Until the grapple ends, the target can’t cast spells with a Verbal component and takes 7 (or [[2d6]] (2d6)) Thunder damage at the start of each of the stalker’s turns.
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