Crimson Stalker - AI-generated fantasy Monster

Crimson Stalker

Folklore calls it the Crimson Stalker or Bloodwolf. Hunters speak of its cry as an omen and say it used to be a spirit of vengeance that fed on war and slaughter. Some woods-witches claim it was born from a slashed ritual altar where blood was left under a new moon.

HP85AC15SPDSpeed 50 ft., Climb 30 ft., Burrow 10 ft. (soft earth only)CR5 (1,800 XP)StealthPerception
STR
17
DEX
18
save
CON
16
INT
14
WIS
13
save
CHA
6
Sunlight Aversion. While in bright sunlight the Crimson Stalker has disadvantage on attack rolls and stealth checks and its speed is reduced by 10 feet.
Blood Mark. If the Stalker hits with its bite, the target gains a Blood Mark. Blood Marks can be removed by lesser restoration or similar magic. Each time a Blood Mark spreads, the Stalker regains 5 hit points.
Shadowborn Stalker. The Stalker can attempt to hide even when only lightly obscured and while moving through trees it can take the Hide action as a bonus action on its turn.
Multiattack. The Crimson Stalker makes two attacks: one with its bite and one with its claw.
Bite. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 15 () piercing damage. If the target is a creature, it must succeed on a Constitution saving throw or gain a Blood Mark and suffer 7 () necrotic damage at the start of each of its turns until the mark is removed. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. Removing the Blood Mark requires a lesser restoration spell or similar magic.
Claw. Melee Weapon Attack: to hit, reach 10 ft., one target. Hit: 12 () slashing damage. If the target has a Blood Mark, the claw attack deals an extra 7 () slashing damage and the Blood Mark immediately spreads: each other creature of the Stalker’s choice within 10 feet that can see the marked creature must succeed on a Wisdom saving throw or become Frenzied for 1 minute. A Frenzied creature must use its action on its turn to spend the action attacking the nearest creature it can reach. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. Magic that removes conditions also ends Frenzy.
Bloodcall. The Stalker rears up and emits a low, warbling cry. Each creature of the Stalker’s choice within 30 feet that can hear it and that is not a fiend or undead must succeed on a Wisdom saving throw or become Terrified for 1 minute. A terrified creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. While frightened in this way a creature has disadvantage on ability checks and attack rolls while the Stalker is within line of sight. Once the Stalker uses Bloodcall, it cannot use it again until it finishes a short or long rest.
Redirected Fury. When a creature the Stalker can see within 30 feet attacks an ally of the Stalker, the Stalker may immediately move up to 20 feet and make one claw attack against the attacker.
Shadow Glide. The Stalker moves up to half its speed without provoking opportunity attacks.
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