THE SHARED REFERENCE Adventurer

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.

Devil's Sight

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.

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