Undertow Stalker (5e Creature)

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Undertow Stalker[edit]

Large monstrosity, neutral

Armor Class 15 (natural armour)
Hit Points 85 (10d10 + 30)
Speed 5 ft., swim 40 ft.

20 (+5) 14 (+2) 17 (+3) 5 (-3) 14 (+2) 7 (-2)

Skills Perception +5
Proficiency Bonus +3
Damage Resistances cold
Senses blindsight 30 ft., passive Perception 15
Languages Aquan
Challenge 7 (2,900 XP)

Blood Frenzy. The stalker has advantage on melee attack rolls on any creature that doesn't have all its hit points.

Hold Breath. While out of water, the stalker can hold its breath for 1 hour.

Underwater Camouflage. The stalker has advantage on Dexterity (Stealth) checks made while underwater.

Water Breathing. The stalker can only breathe underwater.


Multiattack. The stalker can use its Enrapturing Glow if it can. It then makes two bite attacks.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage.

Enrapturing Glow (Recharge 5-6). The stalker's body patterns begin to glow in an enticing manner, creating bright light in a 10-foot radius and dim light for an additional 10 feet. Each creature within 30 feet of the stalker that can see the light must succeed on a DC 14 Wisdom saving throw or move up to 20 feet directly towards the stalker.

Undertow stalkers are shark-like creatures covered in unusual body markings that are unique to each one. They can cause these markings to glow in an irresistible manner, drawing prey near for a powerful bite. They can survive outside of water for extended periods, but they are most comfortable in water, typically only venturing out when land-based prey wanders too close to the water's edge.

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