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)
Damage Immunities
lightning, thunder
Damage Resistances
piercing from nonmagical weapons
Senses
, passive Perception 10
Saving Throws
Dex +7
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.