Spire Walker
Spire Walker
Tiny fey, chaotic neutral
- Armor Class 16 (natural armor)
- Hit Points 38 (11d4+22)
- Speed 20 ft.
- STR
3 (-4) - DEX
18 (+4) - CON
14 (+2) - INT
11 (+0) - WIS
10 (+0) - CHA
14 (+2)
- Saving Throws Dex +7
- Damage Resistances piercing from nonmagical weapons
- Damage Immunities lightning, thunder
- Senses passive Perception $1
- Languages Common, Sylvan
- Challenge 3 (700 XP)
- Energized Body. A creature that hits the spire walker with a melee attack using a metal weapon takes 5 (1d10) lightning damage.
- Innate Spellcasting. the spire walker's innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). The spire walker can innately cast the following spells, requiring no material components:
at will: produce spark (as the cantrip produce flame, but it does lightning damage)
3/day each: dancing lights, feather fall, invisibility
1/day each: faerie fire, thunderwave - Steeple Step. The spire walker can use 10 feet of its movement to step magically from its position to the point of a steeple, mast, or other spire-like feature that is in view within 30 feet. The spire walker has advantage on Dexterity (Acrobatics) checks and Dexterity saving throws while it is standing on a steeple or any similar narrow, steep structure or feature.
Actions
- Lightning Dart. Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target. Hit: 1 piercing damage plus 9 (2d8) lightning damage. If the attack misses, the target still takes 4 (1d8) lightning damage. Whether the attack hits or misses its intended target, every other creature within 10 feet of the target takes 9 (2d8) lightning damage, or half damage with a successful DC 14 Dexterity saving throw.