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Shadowborne Psion Stalker - AI-generated fantasy Monster

Shadowborne Psion Stalker

Scholars classify these creatures as urban psionic predators that evolved, were engineered, or were warped into existence by centuries of crowded minds and hidden appetites. They are drawn to strong emotions, weak morals, and the psychic static of large cities. Many stories insist they cannot be fully seen by ordinary senses when their distortion field is active, only felt as a pressure in the skull or a wrongness in the shadows.

SmallHumanoid(Psionic)CR DeadlyTypically lawful evil

Shadowborne Psion Stalker

psionicurbanlurkershadowmagic suppressionrooftop predator
HP336SPDwalk 40 ft., climb 40 ft., jump: long jump up to 30 ft. and high jump up to 15 ft. without a running startCRDeadlyAcrobaticsAthleticsDeceptionInsightPerceptionStealth
STR
24
DEX
22
save
CON
20
save
INT
22
save
WIS
18
save
CHA
14
Shadow Lurker. The stalker has advantage on Dexterity (Stealth) checks, and it can take the Hide action as a bonus action while in dim light, darkness, or heavy urban cover. It can also move along vertical surfaces and across ceilings without needing to make an ability check.
Distortion Field. A creature that starts its turn within 30 feet of the stalker and can detect psionic distortions must succeed on a Intelligence saving throw or suffer interference until the start of its next turn. While interfered, the creature has disadvantage on concentration checks, and the first spell it casts before the end of that turn is cast with disadvantage on the attack roll or imposes disadvantage on the target's first saving throw, as appropriate. If the creature is concentrating on a spell, it has disadvantage on the save. A creature that succeeds is immune to this trait for 24 hours.
Vital Siphon. The stalker regains 20 hit points at the start of its turn if it is within 30 feet of a living, incapacitated, or charmed creature. If no such creature is within range, it instead regains 10 hit points if it consumed a living creature's vital fluids or blood in the last hour. This trait ends if the stalker is reduced to 0 hit points.
Ambush Pounce. The stalker has advantage on attack rolls against creatures that have not yet taken a turn in combat. In addition, if it moves at least 20 feet straight toward a creature and then hits it with a Claw attack on the same turn, the target must succeed on a Strength saving throw or be knocked prone.
Psionic Slip. When a creature the stalker can see moves within 5 feet of it, the stalker may impose disadvantage on the triggering attack roll or ability check, representing a burst of telekinetic interference and off-balance motion. After the attack or check resolves, the stalker can move up to 10 feet without provoking opportunity attacks.
Skitter. The stalker moves up to half its speed without provoking opportunity attacks. If it ends this movement on a wall or rooftop edge, it can also climb or stand there without a check.
Snap Claw (Costs 2 Actions). The stalker makes one Claw attack. If the target is a creature concentrating on a spell, it has disadvantage on the concentration check from damage dealt by this attack.
Mind Shear (Costs 3 Actions). The stalker unleashes a burst of psychic pressure in a 20-foot-radius sphere centered on itself. Each creature of its choice in the area must succeed on a Intelligence saving throw or take 27 () psychic damage and be unable to cast spells until the end of its next turn. A creature that succeeds takes half damage and suffers no casting restriction.
9th level
Psionic SpellcastingEnchantment The stalker can cast the following spells, requiring no material components and using Intelligence as its spellcasting ability. At will: detect thoughts, minor illusion, misty step. 3/day each: counterspell, fear, dimension door. 1/day each: mind blank, telekinesis.
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