Spire Walker
Tome of Beasts (Third Party)
- Size
- Tiny
- Type
- fey
- Alignment
- chaotic neutral
- AC
- 16 (natural armor)
- Hit Points
- 38 (11d4+22)
- Speed
- walk 20 ft.
- Saving Throws
- Dex +7
- Resistances
- piercing from nonmagical weapons
- Immunities
- lightning, thunder
- Passive Perception
- 10
- Languages
- Common, Sylvan
- Challenge
- 3
Traits
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.