Coral-Rib Stalker

large aberration, unaligned

D&D 5.5 / SRD 5.2

Challenge 9 (5,000 XP)

Available with DM subscription
STR
20 (+5)
DEX
16 (+3)
CON
19 (+4)
INT
5 (-3)
WIS
14 (+2)
CHA
8 (-1)

Defense

Armor Class
16 (natural armor (coral shell))
Hit Points
130 (12d10 + 64 +4)
Speed
40 ft., climb 40 ft.

Treasure & Loot Common

No significant treasure

Proficiencies & Senses

Saving Throws Constitution, Wisdom
Skills
Stealth +7, Athletics +9, Perception +6
Senses
darkvision 60 ft.
blindsight 30 ft.
Coral Tremor-Sense 30 ft. (While standing on stone or coral, the stalker feels the footfalls of creatures touching the same surface.)
passive Perception 16

Characteristics

Damage Vulnerabilities
—
Damage Resistances
cold, necrotic
Damage Immunities
—
Condition Immunities
charmed, frightened, prone
Languages —

Traits and Actions

Warm Glow

Trait
Warm Glow Custom
The stalker sheds Dim Light in a 10-foot Emanation. A creature that starts its turn in that light can't regain Hit Points from any source until the start of its next turn.

Warm Glow. Custom aura that suppresses all Hit Point recovery for creatures beginning their turn inside it.

Tide-Bound

Trait
Tide-Bound Custom
While within 60 feet of the Tide-Heart, the stalker regains 10 Hit Points at the start of each of its turns. Outside that range it regains no Hit Points this way, and it never willingly moves beyond the twelfth standing stone.

Coral Cage Body

Trait
Saving Throws Rule
The stalker's ribs shield the warm core within. When it fails a saving throw against an effect that would deal Cold or Necrotic damage, it takes half damage instead.

Multiattack

Action
The stalker makes one Rib-Gore attack and two Leg-Rake attacks.

Rib-Gore

Action
Hit Points Rule
Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) Piercing damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or have its Hit Point maximum reduced by the damage taken until it finishes a Long Rest.

Leg-Rake

Action
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) Slashing damage.

Rib-Cage (Recharge 5-6)

Action
Athletics Rule
Restrained Condition
One creature within 10 feet of the stalker must make a DC 16 Dexterity saving throw. On a failure, the creature is pulled inside the stalker's rib cage and has the Restrained condition. While inside, the creature takes 10 (3d6) Necrotic damage at the start of each of its turns and can escape by succeeding on a DC 16 Strength (Athletics) check at the end of its turn, emerging Prone in an unoccupied space within 5 feet. The cage holds only one creature at a time.

Clicking Skitter

Bonus Action
The stalker moves up to half its Speed without provoking Opportunity Attacks. It can use this only along stone or coral surfaces.

Rim Guardian's Snap

Reaction
When a creature within 10 feet of the stalker tries to move away from the Tide-Heart's rim, the stalker makes one Leg-Rake attack against it.

Running the encounter

Combat Behavior

Tactics

  • Circles the rim in pairs, keeping the Warm Glow overlapping on wounded foes.
  • Uses Rib-Cage on the most isolated healer or spellcaster, then rakes remaining targets.
  • Retreats toward the Tide-Heart to keep Tide-Bound healing active.

Combat Style

Relentless rim guardian that cages one foe while raking others.

Morale

Fights to the death while within 60 feet of the Tide-Heart; never flees past the twelfth standing stone.

Appearance & presence

Monster Description

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