Sunlight Weakness. In direct sunlight, the Stalker rolls all checks and attacks with disadvantage, and receives a -3 penalty to damage rolls.
Child of the Night. In direct darkness, the Stalker rolls all checks and attacks with Advantage. When out in the open at night, the Stalker also receives an additional +3 damage on normal attacks, and +8 damage on any sneak attacks.
Silent Hunter. If the Stalker makes an attack on a surprised or unaware creature, then it can deal an additional 2d4 damage.
If this is done in complete Darkness, this damage goes up to 3d4.
If done outside at night, then this damage goes up to 4d4.
Phase Shift. Can “dive” through walls onto the other side, and into the ground to “swim” to another location. The stalker can also bring creatures with it when traveling. Unwilling creatures must make a DC 15 constitution saving throw.
Pocket Realm. The Stalker is capable of bending space and time to make a pocket dimension away from all creatures. While here, it is incapable of taking damage. The Stalker must remain in this dimension for to to be stable, otherwise everything will be ejected.
The Stalker can also bring 1 creature it is currently holding with it. In this dimension, there is enough air for 4 turns.
If the creature is unwilling, then it must make a DC 16 Constitution Saving throw after being grappled. On its turn, the creature will be able to repeat the Saving Throw, with each Throw being 2 less then the last. Once in the Dimension, the Stalker remains invincible, and the creature will take 1d4 damage every turn, plus an additional 1d4 after 4 rounds.
Multiattack. The Night Stalker can make up to 3 claw attacks, or 1 spell and 2 normal attacks.
Claw. Melee Weapon Attack: +8 to hit, reach 5ft., one
target. Hit: 1d8 + 2 piercing damage.
Undo Harm (Recharge 1). You reverse time around a fresh wound, healing some of the damage. A creature you touch regains up to 3d4 hit points, but no higher than the amount of damage that they took since the last turn.
Hurry/Delay (1 Charge). You briefly speed up or slow time for a creature (other than you) of your choice that you touch. An unwilling creature must make a Wisdom saving throw. On a success, the spell has no effect. Otherwise, choose one of the following effects:
Hurry: The creature either permanently moves up 1 initiative slot, or ahead of your current initiative slot, and has advantage on the next attack roll, ability check, or saving throw it makes before the start of your next turn.
Delay: The creature either permanently moves down 1 initiative slot, or directly below current slot and has disadvantage on the next attack roll, ability check, or saving throw it makes before the start of your next turn.
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