Nightwraith Stalker - AI-generated fantasy Monster

Nightwraith Stalker

Hunters in nearby villages call the beast 'moonwrack'. Old storytellers say it was once a guardian of a grove corrupted by grief; others whisper that it is the forest's retribution given form. Survivors often report being separated from companions and dragged away by an unseen force that made no sound.

HP102AC15SPDSpeed 40 ft., Climb 30 ft., Burrow 10 ft. (can move through packed roots and soil easily)CR6 (2,300 XP)PerceptionStealthSurvival
STR
19
save
DEX
14
CON
16
save
INT
3
WIS
14
save
CHA
6
Lunar Shadow. The nightwraith is treated as magically camouflaged in any natural darkness or dim light; creatures that rely on sight have disadvantage on Perception checks to detect it in those conditions. Magical sources of bright light counter this camouflage.
Moonlit Regeneration. While in dim light or darkness the nightwraith regains 7 hit points at the start of its turn. This trait does not function in bright light or direct sunlight.
Keen Scent. The nightwraith has advantage on Wisdom (Perception) checks that rely on smell. It can track by scent in normal conditions up to 1 mile, though thick rain or heavy winds halve that range.
Sun-Aversion. While in bright light the nightwraith has disadvantage on attack rolls, Dexterity checks, and Dexterity saving throws. It cannot use Moonlit Regeneration in bright light.
Multiattack. The nightwraith makes two attacks: one with its Bite and one with its Rending Claws.
Bite. Melee Weapon Attack: to hit, reach 10 ft., one target. Hit: 15 () piercing damage. If the target is a creature, it must succeed on a Strength saving throw or be knocked prone.
Rending Claws. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 17 () slashing damage. If the nightwraith scored a critical hit or hits a prone target, the target is grappled (escape ). While grappled in this way the target takes 7 () necrotic damage at the end of each of the nightwraith's turns.
Howl of Dread. The nightwraith exhales a low, keening howl in a 30-foot cone. Each creature in that area must succeed on a Wisdom saving throw or be frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Creatures that succeed on the saving throw are immune to this nightwraith's Howl for 24 hours.
Stalker's Mark. The nightwraith focuses its predatory senses to stalk a single target. As a bonus action the nightwraith designates one creature it can see within 60 feet as its quarry. The nightwraith gains advantage on attack rolls against that quarry and on checks to track or locate it. The designation lasts 1 minute or until the quarry is more than 300 feet away.
Snapping Counter. If a creature the nightwraith can see ends its turn within 5 feet of it, the nightwraith can make one Rending Claws attack against that creature.
Shadow Lunge. When a creature the nightwraith has designated with Stalker's Mark attempts to hide or move out of its reach, the nightwraith can use its reaction to attempt to shove the creature prone (Athletics +7). On a success the creature falls prone and is grappled if the shove succeeds.
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