Cobalt stalkers were constructed to be the trusted border guardians of an ancient kingdom adept at combining both technological and mystical knowledge to manufacture their hybrid creations. Stalkers rarely killed their prey as trespassers were typically captured and brought before the local magistrate to be dealt with in a civilized manner. However, accidents did happen and those units were usually declared defective then summarily disassembled; recycling their parts for further use, sometimes in the creation of other cobalt stalkers.
Those parts propagated their defects forward into new units, causing an exponential series of malfunctions until the defective constructs eventually turned on their masters. The war that followed was short, bloody and decisive. All that remains of that ancient civilization are the cobalt stalkers and a few ruins of their once vibrant metropolis.
Some cobalt stalkers still patrol the kingdom’s borders, obediently escorting their captured prey to the ever-silent magistrate. Others have pushed beyond the borders of the kingdom, driven by bloodlust and an insatiable desire to destroy any living beings that remind them of their former masters.
Cobalt Stalker
Large Construct, Unaligned
Armor Class 15 (natural armor)
Hit Points 67 (9d10+18)
Speed 40 ft., climb 40 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 14 (+2) | 14 (+2) | 9 (-1) | 13 (+1) | 6 (-2) |
Skills Perception +3, Stealth +4
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 13
Languages understands Common but can’t speak
Challenge 3 (700 XP) Proficiency Bonus +2
Keen Hearing and Smell. The cobalt stalker has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Actions
Multiattack. The cobalt stalker makes one Bite attack and one Tentacle attack.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft. one target. Hit: 8 (1d8 + 4) piercing damage.
Tentacle. Melee Weapon Attack: +6 to hit, reach 10 ft. one target. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) poison damage, and the target must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Bonus Actions
Teleport (Recharge 5-6). The cobalt stalker teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see.
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