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Rune-Snatcher - AI-generated fantasy Monster

Rune-Snatcher

Dwarven patrol records call this creature a rune-snatcher, though older miners believed it was once a guard who survived too long beneath the mountain. It learned to recognize the difference between dead runes, warning runes, and execution wards. The rune-snatcher avoids the deepest guardian, scavenging the remains of creatures that guardian drives upward. It also competes with the upper wildlife predator, stealing its kills and occasionally luring it into dormant dwarven traps.

MediumHumanoid(Humanoid)CR Mid-tier threat, approximately CR 5Neutral evil

Rune-Snatcher

dwarven ruinssubterraneanambushermetal thiefward exploiterintelligent predatorOrebender Caverns
HP85AC+7SPD30 ft., Climb 30 ft., Can climb difficult stone surfaces without making an ability checkCR5 (1,800 XP)DeceptionInvestigationPerceptionStealthSurvival
STR
18
DEX
16
save
CON
16
INT
12
WIS
15
save
CHA
12
Cavern Stalker. The rune-snatcher has advantage on Dexterity (Stealth) checks made in rocky terrain or among dwarven ruins.
Ward-Reader. The rune-snatcher knows the location and broad function of dwarven doors, traps, ward plates, and guard mechanisms within 120 feet. It cannot repair damaged mechanisms, but it can activate, deactivate, or redirect a functioning control if it can reach it.
Stone-Crawler. The rune-snatcher can move across stone ceilings and walls without needing to make an ability check. It does not fall while climbing unless it is incapacitated or chooses to release itself.
Predator of the Wounded. The rune-snatcher deals an extra 3 () necrotic damage to a creature that is missing any hit points.
Ore-Scarred Nerves. The rune-snatcher has advantage on saving throws against being frightened while within 30 feet of a dwarven ward or guard mechanism. It has disadvantage on saving throws against effects that deal thunder damage while underground.
Multiattack. The rune-snatcher makes two attacks, using Bite and either Claw or Chain Lash.
Bite. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 8 () piercing damage plus 3 () necrotic damage. If the target is missing any hit points, it must succeed on a Constitution saving throw or have its speed reduced by 10 feet until the end of its next turn.
Claw. Melee Weapon Attack: to hit, reach 10 ft., one target. Hit: 9 () slashing damage. If the target is wearing metal armor or carrying a metal shield, the rune-snatcher can pull it up to 5 feet toward itself.
Chain Lash. Ranged Weapon Attack: to hit, range 30/90 ft., one metal object or creature. Hit: 10 () bludgeoning damage, and the target must succeed on a Strength saving throw or drop one held metal object of the rune-snatcher's choice. An unattended object is instead pulled up to 20 feet toward the rune-snatcher.
Echoing Mine. The rune-snatcher emits a convincing imitation of distant mining, collapsing stone, or a dwarven warning bell. Each creature within 60 feet that can hear it must succeed on a Wisdom saving throw or be lured up to 15 feet toward a point the rune-snatcher can sense. A creature that succeeds is immune to this rune-snatcher's Echoing Mine for 24 hours. The effect ends if the creature takes damage.
Mark the Wounded. The rune-snatcher targets one creature within 30 feet that is missing hit points. The target must succeed on a Wisdom saving throw or become marked until the end of the rune-snatcher's next turn. The rune-snatcher has advantage on attack rolls against a marked target, and the target cannot benefit from being invisible to the rune-snatcher.
Metal Sense. When a creature within 10 feet picks up or draws a metal object, the rune-snatcher moves up to half its speed without provoking opportunity attacks and makes one Chain Lash attack against that creature if it is within range.
Exploit the Defense. When hit by an attack while within 5 feet of a dwarven control, door, or ward plate, the rune-snatcher can activate or deactivate that mechanism if it is functional. The mechanism behaves according to the DM's design and cannot be repaired by this reaction.
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