Voidclaw Stalker - AI-generated fantasy Monster

Voidclaw Stalker

Urban psionic hunters like this one are born, engineered, or altered in places where minds are crowded together and fear becomes a kind of nourishment. They learn that a city is a web of sightlines, secrets, and habits. By masking themselves in the dark and disrupting the mental rhythm that underlies spellcasting, they become predators of mages, informants, and anyone foolish enough to believe walls make them safe.

LargeHumanoid(Psionic)CR DeadlyTypically neutral evil

Voidclaw Stalker

psionicurbanlurkerlegendaryanti-magic pressurerooftop predatorspellcaster hunter
HP371AC19SPD40 ft., climb 40 ft., jump: the stalker can long jump up to 30 feet and high jump up to 15 feet without a running start, wall runner: the stalker can move across vertical surfaces and ceilings without falling during its turnCRDeadlyAcrobaticsAthleticsInsightPerceptionStealth
STR
24
save
DEX
20
save
CON
21
save
INT
18
save
WIS
19
save
CHA
16
save
Shadow-Blend. The stalker has advantage on Dexterity (Stealth) checks made in dim light, darkness, or urban clutter such as smoke, hanging cloth, alley shadows, and rooftop clutter.
Psionic Scent. The stalker can sense the presence of creatures with psionic talent, telepathy, or active spellcasting within 120 feet, even through thin walls and floors.
Wall Runner. The stalker can climb and leap with unnatural speed. It can move across vertical surfaces and upside-down along ceilings during its turn without requiring an ability check.
Psionic Distortion Field. A 30-foot aura of psychic static surrounds the stalker. Creatures of the stalker's choice that start their turn in the aura feel a pressure in the mind and suffer the effects described in its statblock notes.
Multiattack. Melee Weapon Attack: to hit, reach 10 ft., one target. Hit: 18 () slashing damage plus 18 () psychic damage. If the target is a creature concentrating on a spell, it has disadvantage on the Constitution saving throw to maintain concentration from this attack.
Multiattack. The stalker makes three Shadow Claw attacks.
Shadow Claw. Melee Weapon Attack: to hit, reach 10 ft., one target. Hit: 18 () slashing damage plus 18 () psychic damage. If the target is concentrating on a spell, it has disadvantage on the Constitution saving throw to maintain concentration from this attack.
Mind Spike. Ranged Psionic Attack: to hit, range 120 ft., one creature the stalker can see. Hit: 27 () psychic damage, and the target must succeed on a Wisdom saving throw or be incapacitated until the end of the stalker's next turn. While incapacitated this way, the target's speed is 0 and it cannot take reactions.
Psionic Shatter. The stalker unleashes a crushing pulse in a 20-foot-radius sphere centered on itself. Each creature of the stalker's choice in that area must make a Intelligence saving throw. On a failure, a creature takes 45 () psychic damage and is stunned until the end of its next turn. On a success, it takes half damage and is not stunned. Creatures concentrating on spells have disadvantage on this saving throw. Once used, this action cannot be used again until the stalker finishes a short or long rest.
Psionic Backlash. When a creature the stalker can see casts a spell within 60 feet of it, the stalker imposes a psychic hitch. The caster must succeed on a Concentration check or the spell is cast with disadvantage if it requires an attack roll, or the caster has disadvantage on the first saving throw associated with that spell if it forces a save.
Slip Into Shadow. When a creature misses the stalker with a melee attack, the stalker moves up to 10 feet without provoking opportunity attacks.
Shadow Step. The stalker moves up to half its speed without provoking opportunity attacks. It can move along vertical surfaces during this movement.
Psionic Strike (Costs 2 Actions). The stalker makes one Shadow Claw attack or one Mind Spike attack.
Thought Jam (Costs 2 Actions). One creature the stalker can see within 60 feet must succeed on a Intelligence saving throw or have disadvantage on the next spell attack roll or concentration check it makes before the end of its next turn.
Cantrips
Innate PsionicsAbjuration, Divination, Illusion, Conjuration, Enchantment, Transmutation The stalker can cast the following spells innately, requiring no material components and using Intelligence as its spellcasting ability (spell save DC 20, +12 to hit with spell attacks). At will: mage hand, minor illusion, detect thoughts. 3/day each: misty step, counterspell, dimension door. 1/day each: dominate monster, telekinesis.
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