Miasma Stalker

medium aberration, unaligned

D&D 5.5 / SRD 5.2

Challenge 3 (700 XP)

Available with DM subscription
STR
12 (+1)
DEX
17 (+3)
CON
14 (+2)
INT
10
WIS
14 (+2)
CHA
8 (-1)

Defense

Armor Class
14 (natural)
Hit Points
52 (8d8+16 +2)
Speed
30 ft., fly 20 ft., (hover)

Treasure & Loot Common

No significant treasure

Proficiencies & Senses

Saving Throws dex
Skills
Stealth +5
Senses
darkvision 60 ft.
blindsight 30 ft.
passive Perception 12

Characteristics

Damage Vulnerabilities
—
Damage Resistances
cold, poison
Damage Immunities
—
Condition Immunities
poisoned, prone
Languages understands Common but can't speak

Traits and Actions

Fog Form

Trait
Hide Rule
While in dim light, fog, or smoke, the stalker can take the Hide action as a bonus action even if it is only lightly obscured.

Unnatural Air

Trait
Disadvantage Custom
A creature that starts its turn within 10 feet of the stalker must succeed on a DC 12 Constitution saving throw or have disadvantage on Constitution saving throws until the start of its next turn.

Multiattack

Action
The stalker makes two Claw attacks.

Claw

Action
Necrotic Damage Custom
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) slashing damage plus 3 (1d6) necrotic damage.

Breath of the Dying Ward

Action
Poisoned Condition
Recharge 5–6. The stalker exhales a 15-foot cone of sweet, unnatural air. Each creature in the cone must make a DC 12 Constitution saving throw, taking 13 (3d8) poison damage and being poisoned for 1 minute on a failure, or half as much damage on a success. A poisoned creature can repeat the save at the end of each of its turns.

Vanish

Bonus Action
Disengage Custom
The stalker takes the Disengage action and moves up to its speed.

Running the encounter

Combat Behavior

Tactics

  • Shadows party through fog, picks off stragglers.
  • Uses Vanish to slip around corners after attacking.
  • Avoids open, brightly lit ground.

Morale

Flees into mist when reduced below 20 HP.

Appearance & presence

Monster Description

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