Spire Walker
Tome of Beasts
(700 XP)
Robinloft Estimated
CR
2
Armor Class
16 (natural armor)
Hit Points
49 (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 +6
Skills
—
Damage Resistances
piercing
Damage Immunities
lightning, thunder
Senses
passive Perception 10
Languages
Common, Sylvan
Environments
Energized Body.
A creature that hits the spire walker with a melee attack using a metal weapon takes 5 (1d10) lightning damage.
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.
Innate Spellcasting.
The spire walker's innate spellcasting ability
is Charisma
(spell save DC 12,
+4 to hit with spell attacks).
It can innately cast the following spells,
requiring no material components:
3/day each:
dancing lights,
feather fall,
invisibility
1/day each:
faerie fire,
thunderwave
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.
Spire Walker
Not yet described
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