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Invisible Stalker

Medium Elemental, neutral

CR 6

2,300 XP

AC: 14
HP: 104 (16d8+32)
Speed: walk 50 ft. , fly 50 ft.
Skills: Perception +8, Stealth +10
Senses: darkvision 60 ft., passive Perception 18
Languages: Auran, understands Common but doesn't speak it
STR
16
+3
DEX
19
+4
CON
14
+2
INT
10
+0
WIS
15
+2
CHA
11
+0

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

Challenge: CR 6
Type: Elemental
Size: Medium
Alignment: neutral
Best for party of 4 at level 9-11

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.