The Stalker (5e Creature)

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The Stalker[edit]

Medium construct, lawful evil


Armor Class 17 (natural armour)
Hit Points 162 (18d10 + 72)
Speed 40 ft.


STR DEX CON INT WIS CHA
22 (+6) 18 (+4) 18 (+4) 15 (+2) 18 (+4) 15 (+2)

Saving Throws Str +10, Con +8, Wis +8
Skills Acrobatics +8, Athletics +10, Perception +12, Stealth +8
Damage Immunities necrotic, poison; bludgeoning, piercing and slashing from nonmagical attacks that aren't adamantine
Condition Immunities charmed, exhaustion, frightened, petrified
Senses blindsight 30 ft., passive Perception 22
Languages Common, Orokin, and any three others
Challenge 9 (5,000 XP)


Magic Weapons. Stalker's weapons are considered magical for the purpose of overcoming resistance and immunity to nonmagical damage.

ACTIONS

Multiattack. The stalker may make three melee attacks or two ranged attacks.

Hate. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) Slashing damage.

Dread. Ranged Weapon Attack: +8 to hit, range 200/600 ft., one target. Hit: 13 (2d6 + 4) Slashing damage.

Despair. Ranged Weapon Attack: +8 to hit, range 50/100 ft., one target. Hit: 9 (2d4 + 4) Piercing damage.

Slash Dash. As an action Stalker dashes between enemies within a 30 foot cone of the initial casting spot. He may make one melee attack against each creature, afterwards stopping within 5 feet of his last target.

Shuriken. As an attack action you make a ranged attack at advantage and throw a deadly magical shuriken which seek-out an enemy in line of sight within 120 feet. If hit, the target takes (1d8 + 4) Slashing damage and must make a DC 16 Constitution saving throw. Upon a failure the takes an additional 1d8 slashing damage and suffers Disadvantage on attack rolls and ability checks until either healed or by using their action to attempt the saving throw again.

Smokescreen (Recharge 4-6) As a bonus action Stalker causes a smokescreen that covers a 30 feet radius for up to three rounds. During this time, creatures within this cloud are considered Heavily Obscured.

Teleport (Recharge 5-6) As a bonus action you teleport to the square next to a target within 160 feet. They must succeed on a DC 16 Dexterity Saving Throw or be stunned until the end of Stalker's next turn.

Reckoning (Recharge 6). As an action stalker attempts to lift enemies around a main target that is within 60ft of him within a sphere with a 20ft radius sphere. All creatures excluding the main target within this area must make a DC 16 Strength saving throw or take (4d8) Force damage and (4d8) Bludgeoning damage and be knocked prone. On a Success they instead take half damage but are not knocked prone.

Pull. As a main action stalker produces a strong magnetic field. A target creature within 100 feet must make a DC 16 Strength Saving Throw. On a failure the creature is pulled to the closest spot within 5 feet of him and suffers (2d8+4) Force damage. On a success the target is neither pulled nor suffers damage.

Absorb. Only usable at 35 hp or less. As a main action stalker enters a meditative state that allows him to absorb incoming damage and all ranged attacks within 10 foot radius. All absorbed damage is inflicted as a mixture of Psychic and Force damage (Divided as evenly as possible) to every enemy in a 15 foot explosion of energy upon ending the ability. This is a channeled ability however. Stalker has movement his speed reduced to 0 while it is active, and must use a main action each round to channel. It will automatically end upon reaching twice that of Stalker's maximum hp in damage absorbed.

Dispel. As a main action The caster's energy purges all kinds of support, rendering all magical abilities useless in a 120 foot radius. This ability can only be used again five rounds after the initial cast. All creatures within that radius must make a DC 16 Charisma Saving Throw or lose any concentration kept (if any) as well as having any magical benefits on them instantly dispelled and any magical abilities (if any) unusable as long as they remain within 120ft of Stalker. On a success the creature keeps its concentration and any magical effects on them. Magical Items (such as magical weaponry) lose their properties of being magical for three rounds upon a failure. A creature may attempt the Saving Throw again at the end of their turns if they can not get away. On a Success they gain the ability to cast spells and use traits such as innate magic again.


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Added by Gat235 Posted in Stalker/Gallery on the warframe wiki

I am your reckoning! —Stalker

The Stalker is an ominous, vengeful figure that infrequently appears during missions, armed with powerful weapons and abilities to hunt down the Tenno.

The Stalker is likely to begin targeting a character after they have killed a difficult to kill enemy(most creatures that are considered the boss of an area like a dungeon would count). The stalker is most likely to target someone with the tenno class, however rarely might choose a non-tenno as his prey.

The Stalker wears Warframe armor and is able to use ability powers from various other Warframes, in addition to Dispel, which is his signature ability. His arsenal is similar to that of the Tenno. The Stalker's signature weapons are the bow, Dread, the scythe, Hate, and the throwing knives, Despair.

If the target is killed, the Stalker will kneel and vanish into another cloud of smoke, proclaiming his victory and that justice was served. If his health drops below 10% before he manages to kill his target, he will attempt to flee, announcing his shock at his failure, though he can still take damage and be killed up until he teleport away after 2 turns of doing nothing but kneeling channeling his teleportation.

If he is defeated (regardless of whether he fled or was killed), there is a chance for him to drop various loot items, such as one of his weapons.



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