Spire Walker

Spire Walker

Tiny fey, chaotic neutral
  • Armor Class 16 (natural armor)
  • Hit Points 38 (11d4+22)
  • Speed 20 ft.
  • STR
    3 (-4)
  • DEX
    18 (+4)
  • CON
    14 (+2)
  • INT
    11 (+0)
  • WIS
    10 (+0)
  • CHA
    14 (+2)
  • Saving Throws Dex +7
  • Damage Resistances piercing from nonmagical weapons
  • Damage Immunities lightning, thunder
  • Senses passive Perception $1
  • Languages Common, Sylvan
  • Challenge 3 (700 XP)
  • Energized Body. A creature that hits the spire walker with a melee attack using a metal weapon takes 5 (1d10) lightning damage.
  • Innate Spellcasting. the spire walker's innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). The spire walker can innately cast the following spells, requiring no material components:

    at will: produce spark (as the cantrip produce flame, but it does lightning damage)

    3/day each: dancing lights, feather fall, invisibility

    1/day each: faerie fire, thunderwave
  • Steeple Step. The spire walker can use 10 feet of its movement to step magically from its position to the point of a steeple, mast, or other spire-like feature that is in view within 30 feet. The spire walker has advantage on Dexterity (Acrobatics) checks and Dexterity saving throws while it is standing on a steeple or any similar narrow, steep structure or feature.

Actions

  • Lightning Dart. Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target. Hit: 1 piercing damage plus 9 (2d8) lightning damage. If the attack misses, the target still takes 4 (1d8) lightning damage. Whether the attack hits or misses its intended target, every other creature within 10 feet of the target takes 9 (2d8) lightning damage, or half damage with a successful DC 14 Dexterity saving throw.

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All SRD content is licensed under OGL 1.0a, with material from Wizards of the Coast, Tome of Beasts, and Creature Codex.