Spire Walker
Tiny Fey, chaotic neutral (CR 3)Armor Class 16 natural armor
Hit Points 38 (11d4+22)
Speed 20 ft.
3 (-4)
18 (+4)
14 (+2)
11 (+0)
10 (+0)
14 (+2)
Skills
Senses passive Perception 10
Languages Common, Sylvan
Challenge Rating 3
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.
sizeTiny
typeFey
group
alignmentchaotic neutral
strength_save
dexterity_save7
constitution_save
intelligence_save
wisdom_save
charisma_save
perception
damage_vulnerabilities
damage_resistancespiercing from nonmagical attacks
damage_immunitieslightning, thunder
condition_immunities
cr3
reactions
legendary_desc
legendary_actions
special_abilitiesname: Energized Body,desc: A creature that hits the spire walker with a melee attack using a metal weapon takes 5 (1d10) lightning damage.,name: Innate Spellcasting,desc: 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,name: Steeple Step,desc: 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.
spell_list
page_no367
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document__slugtob
document__titleTome of Beasts
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Tome of Beasts, page no. 367