Radiant Stalker

Large construct, neutral

Armor Class

15 (natural armor)

Hit Points

110 (13d10 + 39)

Speed

40 ft.

STR

14 (+2)

DEX

17 (+3)

CON

16 (+3)

INT

17 (+3)

WIS

6 (-2)

CHA

5 (-3)

Damage Immunities

poison, psychic

Condition Immunities

charmed, exhaustion, frightened, paralyzed, petrified, poisoned

Senses

darkvision 60 ft., passive Perception 8

Languages

Common, Celestial

Challenge

5 (1,800 XP)

Radiant Aura. The stalker sheds bright light in a 15- foot radius and dim light for an additional 15 feet.

Charging Strike. If the stalker moves at least 20 feet straight toward a target it begins to glow with divine energy. If the stalker hits that target with its impale attack on this turn, the target takes an additional 9 (2d8) radiant damage and becomes charged with divine energies. The first time that target deals damage to the stalker on its next turn, it takes an additional 9 (2d8) radiant damage as these energies surge.

Actions

Multiattack. The stalker makes two attacks with its impale or three with its radiant beam.

Impale. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 12 (2d8 + 3) piercing damage plus 4 (1d8) radiant damage.

Radiant Beam. Ranged Spell Attack: +6 to hit, range 120 ft., one target. Hit: 10 (3d6) radiant damage.

Resplendent Assault (Recharge 5-6). The stalker unleashes twin beams of energy that spiral around the room. Each creature within 60 feet of the stalker make two DC 14 Constitution saving throws, taking 18 (4d8) radiant damage for each failed save.

large
construct
cr5
nerzugals-extended-bestiary