Monster
Farastu Stalker
Outside your table’s allowed sources
Official reference · MaBJoV · 2014
- Creature type
- Fiend
- Size
- Medium
- Armor class
- 16 (natural armor)
- Hit points
- 71 (11d8 + 22)
- Speed
- Walk 40 ft.
- Challenge rating
- 7
- Alignment
- Neutral Evil
- Strength
- 19
- Dexterity
- 13
- Constitution
- 14
- Intelligence
- 8
- Wisdom
- 12
- Charisma
- 16
- Passive Perception
- 11
- Saving Throws
- str: +7; con: +5
- Skills
- athletics: +7
- Senses
- darkvision 120 ft.
- Languages
- Abyssal
- Resistances
- cold, fire, resist: bludgeoning, piercing, slashing; note: from nonmagical attacks that aren't silvered; cond: True
- Immunities
- acid, poison
- Condition Immunities
- poisoned
Traits
Adhesive Slime
The farastu secretes a thick, tar-like slime and it can choose to use this slime to secure enemies that it has grappled or to make weapons become attached to it. It is able to end the adhesion with a bonus action, causing all items and creatures secured to it to be released. The adhesion also ends after the farastu dies.
Magical darkness doesn't impede the farastu's darkvision.
Keen Smell
The farastu has advantage on Wisdom (Perception) checks that rely on smell.
Magic Resistance
The farastu has advantage on saving throws against spells and other magical effects.
Magic Weapons
The farastu's weapon attacks are magical.
Reckless
At the start of its turn, the farastu can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.
Actions
Multiattack
The farastu makes one Bite attack and two Claws attacks.
Bite
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.
Claws
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage. The target is held fast by the farastu's adhesive slime (grappled condition, escape DC 15) if the farastu isn't already grappling a creature.
Reactions
Adhesive Hide
After taking damage from a melee weapon, the farastu uses its reaction to attach the weapon to its hide. The attacker must make a DC 15 Dexterity saving throw. On a failure, the weapon becomes attached to the farastu's adhesive hide until the farastu dies or releases the weapon. A creature can also use an action to make a DC 15 Strength check, prying the weapon free from the farastu, if successful.