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.

tiny
fey
cr3
tome-of-beasts