Invisible Stalker
Medium Elemental, neutral
2,300 XP
Special Abilities
Invisibility
The stalker is invisible.
Faultless Tracker
The stalker is given a quarry by its summoner. The stalker knows the direction and distance to its quarry as long as the two of them are on the same plane of existence. The stalker also knows the location of its summoner.
Actions
Multiattack
The stalker makes two slam attacks.
Slam
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.
Quick Reference
Running This Encounter
The Invisible Stalker begins combat already invisible, using its first turn to attack with advantage before revealing itself. It relies on its superior mobility (flying 30 ft.) to stay out of melee range of most party members, striking from unexpected angles. Use the invisibility strategically—reveal it only when necessary, keeping the party guessing about its location. Emphasize the horror of an unseen predator by describing sudden wounds and the sound of ethereal movement.
Combat Tactics
The Invisible Stalker prioritizes ranged attacks with its claws while maintaining flight and invisibility for defense. It focuses fire on the most vulnerable party member (lowest AC or highest damage dealer) and retreats vertically if cornered. Once damaged significantly, it may break invisibility to maximize attacks but continues using cover and elevation to minimize return damage.
Environment & Setting
An open, vertical space like a canyon, tower, or grand hall maximizes the stalker's aerial advantage and invisibility tactics. Avoid cluttered indoor areas with low ceilings that limit its flight mobility.