Ash-Dune Stalker

large beast, unaligned

D&D 5.5 / SRD 5.2

Challenge 3 (700 XP)

Available with DM subscription
STR
16 (+3)
DEX
14 (+2)
CON
16 (+3)
INT
2 (-4)
WIS
12 (+1)
CHA
6 (-2)

Defense

Armor Class
14 (natural armor)
Hit Points
59 (7d10+21 +3)
Speed
40 ft., burrow 30 ft.

Treasure & Loot Common

No significant treasure

Proficiencies & Senses

Saving Throws —
Skills
Stealth +4, Survival +3, Perception +3
Senses
Tremorsense (30 ft.)
passive Perception 13

Characteristics

Damage Vulnerabilities
—
Damage Resistances
fire
Damage Immunities
—
Condition Immunities
—
Languages —

Traits and Actions

Ashen Camouflage

Trait
While prone in loose ash or sand, the stalker is Invisible to creatures relying on sight. It can use its bonus action to become visible.

Pack Tactics

Trait
The stalker has advantage on an attack roll against a creature if at least one of the stalker's allies is within 5 feet of the creature and the ally isn't incapacitated.

Burrowing Stealth

Trait
When it emerges from burrowing, the stalker doesn't provoke opportunity attacks until the end of its next turn.

Multiattack

Action
The stalker makes two Bite attacks or one Bite and one Ash Spit attack.

Bite

Action
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) piercing damage plus 3 (1d6) fire damage.

Ash Spit

Action
Ranged Spell Attack: +4 to hit, range 30 ft., one target. Hit: 9 (2d6+2) fire damage. The target must succeed on a DC 13 Constitution saving throw or take another 3 (1d6) fire damage at the start of its next turn.

Drag Prey

Action
If a creature is Incapacitated by this monster, it can use its action to drag that creature up to 30 feet through ash. If dragged into deep ash, the victim becomes Restrained.

Vanish

Bonus Action
The stalker moves up to half its speed without provoking opportunity attacks and becomes Invisible to sight-based creatures while prone in ash.

Ash Cloud

Reaction
When hit by an attack, the stalker exhales a cloud of hot ash in a 5-foot-radius sphere centered on itself. Creatures in the area must succeed on a DC 13 Dexterity saving throw or take 3 (1d6) fire damage and be Blinded until the end of their next turn.

Running the encounter

Combat Behavior

Combat Style

Skirmisher/Hit-and-Run. Uses tremorsense to locate prey, spits burning ash from range, then bites when close. Avoids open ground; uses Vanish to retreat into dunes after dealing damage. Hunts in pairs using Pack Tactics to flank isolated targets. Drags downed prey away from party focus to heal or finish off later.

Appearance & presence

Monster Description

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