Strider (5e Creature)

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Huge monstrosity, neutral evil

Armor Class 19
Hit Points 115 (10d12 + 50)
Speed 50 ft.

19 (+4) 16 (+3) 20 (+5) 12 (+1) 10 (+0) 9 (-1)

Saving Throws Str +7, Con +8
Skills Stealth +6
Damage Vulnerabilities acid, necrotic
Damage Resistances slashing
Damage Immunities piercing
Condition Immunities charmed
Senses passive Perception 10
Challenge 5 (1,800 XP)

Keen Senses. The strider has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.


Multiattack. The strider makes three attacks: two with its claws and one with its slam attack.

Claw. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) slashing damage. If the target is a Huge or smaller creature, it is grappled (escape DC 14). While the target is grappled, the strider cannot use its claw attack on another target.

Slam. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage.

Gaze. (recharge 4-6) The strider looks directly at a creature within 120 feet that it can see and is not blinded. The creature must succeed a Wisdom saving throw of DC15 or take 2d6 psychic damage and become frightened. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the strider's gaze for the next 24 hours.

Striders are huge, dark, long-limbed creatures that walk with massive strides, hence their name. Their harrowing gaze can burn the minds of anything they see. Their bodies are coated in necrotic energy and their minds are so sinister and hollow that they could never lover anything. This hollowness becomes a deadly weapon against those who look its horrid face in the eye.

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