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Spire Walker 2014

CR 3 fey

Tiny fey, Chaotic Neutral


Armor Class
16 (natural armor)
Hit Points
49 (11d4 + 22)
Speed
20 ft.

STR3 (-4)
DEX18 (+4)
CON14 (+2)
INT11 (+0)
WIS10 (+0)
CHA16 (+3)

Saving Throws
Dexterity +6
Skills
Acrobatics +6
Resistances
piercing from nonmagical attacks
Damage Immunities
lightning, thunder
Senses
passive Perception 10
Languages
Common, Sylvan
Challenge
3 (700 XP) · Proficiency Bonus +2

Energized Body.

A creature wearing metal or wielding a metal weapon that touches the spire walker or hits it with a melee attack while within 5 feet of it takes 3 (1d6) lightning damage.

Actions

Lightning Burst.

Melee or Ranged Spell Attack: +5 to hit, reach 5 ft. or range 60 ft., one target. Hit: 17 (4d6 + 3) lightning damage, and each creature, other than the target, within 10 feet of the target must make a DC 13 Dexterity saving throw, taking 7 (2d6) lightning damage on a failed save, or half as much damage on a successful one.

Invisibility.

The spire walker magically turns invisible until it attacks or until its concentration ends (as if concentrating on a spell). Any equipment the spire walker wears or carries is invisible with it.

Bonus Actions

Steeple Step.

The spire walker teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see. The destination must be on the steeple of a building, mast of a ship, corner of a rooftop, or similar narrow point or feature.

Other versions

Source: Tome of Beasts 1 (2023 Edition) (Kobold Press) · License: OPEN GAME LICENSE Version 1.0a details