Pale Stalker
The Pale Stalker
Medium beast, neutral
Armour Class: 14 (natural armor)
Hit Points: 85 (10d8 + 40)
Speed: 50 ft., climb 30 ft.
STR 14 (+2) | DEX 18 (+4) | CON 18 (+4) | INT 8 (-1) | WIS 16 (+3) | CHA 12 (+1)
Saving Throws: Dex +6, Wis +5
Skills: Stealth +8, Perception +5, Survival +5
Senses: Darkvision 60 ft., passive Perception 15
Languages: Understands Common, but cannot speak
Challenge: 5 (1,800 XP)
TRAITS:
Invisibility: The Pale Stalker can cast Invisibility on itself at will, without concentration. This effect lasts until it makes an attack or casts a spell. It can use this effect as a bonus action which prevents any opportunity attacks.
Ice Camouflage: While in snowy terrain or icy conditions, the Pale Stalker has advantage on Stealth checks to hide.
Keen Smell: The Pale Stalker has advantage on Wisdom (Perception) checks that rely on smell.
Frostbite Touch: A creature hit by the Pale Stalker’s claw attack must succeed on a DC 14 Constitution saving throw or take an additional 1d6 cold damage and have disadvantage on the next attack roll.
ACTIONS:
The Pale Stalker makes one attack: one with its claws or one with its bite.
Claw: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 3 (1d6) cold damage.
Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 4) piercing damage.
Chilling Roar (Recharge 5-6): The Pale Stalker lets out a terrifying roar, forcing all creatures within 30 feet of it to make a DC 14 Wisdom saving throw or become frightened for 1 minute. A creature that fails its saving throw can repeat the save at the end of each of its turns, ending the effect on itself on a success.