THE SHARED REFERENCE Adventurer

Monster

Stalker of Baphomet

Outside your table’s allowed sources

Official reference · BGG · 2014

Creature type
Fiend
Size
Huge
Armor class
17 (natural armor)
Hit points
200 (16d12 + 96)
Speed
Walk 40 ft.
Challenge rating
12
Alignment
Chaotic Evil
Strength
25
Dexterity
17
Constitution
22
Intelligence
13
Wisdom
16
Charisma
12
Passive Perception
17
Saving Throws
dex: +7; wis: +7
Skills
athletics: +15; perception: +7; stealth: +11
Senses
darkvision 120 ft.
Languages
Abyssal, Giant
Condition Immunities
charmed, frightened

Traits

Labyrinthine Recall

The stalker can perfectly recall any path it has traveled.

Magic Resistance

The stalker has advantage on saving throws against spells and other magical effects.

Actions

Multiattack

The stalker makes two Glaive attacks or two Rock attacks.

Glaive

Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 18 (2d10 + 7) slashing damage plus 9 (2d8) force damage.

Rock

Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. Hit: 23 (3d10 + 7) bludgeoning damage. If the target is a Large or smaller creature, it must succeed on a DC 19 Strength saving throw or have the prone condition. After the stalker throws the rock, roll a d6; on a roll of 3 or lower, the stalker has no more rocks to throw.

Erupting Horns (Recharge 5–6)

The stalker causes the earth to churn at a point on the ground it can see within 60 feet of itself. Six horn-shaped stones erupt in a 30-foot-radius, 30-foot-high cylinder centered on that point and then crumble to dust.

Each creature in that area must make a DC 15 Dexterity saving throw. On a failed save, a creature takes 33 (6d10) piercing damage and is pushed up to 30 feet upward and then falls. On a successful save, a creature takes half as much damage only.

Spellcasting

The stalker casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability (spell save DC 15):

1/day each: meld into stone, stone shape, wall of stone

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