Free interactive D&D 5e SRD stat block

Invisible Stalker

Large Elemental, CR 6, AC 14, 97 HP. Neutral.

Large Elemental, Neutral

AC
14
Initiative
+7 (22)
HP
97 (13d10+26)
Speed
50 ft., Fly 50 ft. (hover)
ScoreModSave
STR 16 +3 +3
DEX 19 +4 +4
CON 14 +2 +2
INT 10 +0 +0
WIS 15 +2 +2
CHA 11 +0 +0
Skills
Perception +8 , Stealth +10
Resistances
Bludgeoning, Piercing, Slashing
Immunities
Poison, Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
Senses
Darkvision 60 ft.; Passive Perception 18
Languages
Common, Primordial (Auran)
CR
6 (XP 2,300; PB +3)

Traits

Air Form. The stalker can enter an enemy's space and stop there. It can move through a space as narrow as 1 inch without expending extra movement to do so.

Invisibility. The stalker has the Invisible condition.

Actions

Multiattack. The stalker makes three Wind Swipe attacks. It can replace one attack with a use of Vortex.

Wind Swipe. Melee Attack Roll: +7, reach 5 ft. Hit: 11 (2d6+4) Force damage.

Vortex. Constitution Saving Throw: DC 14, one Large or smaller creature in the stalker's space. Failure: 7 (1d8+3) Thunder damage, and the target has the Grappled condition (escape DC 13). Until the grapple ends, the target can't cast spells with a Verbal component and takes 7 (2d6) Thunder damage at the start of each of the stalker's turns.

How to run Invisible Stalker

An invisible stalker is a contract killer the players cannot see, cannot grapple, and cannot reliably hit. The stat block does the work for you. Permanent Invisibility, 50 ft. of hover-fly, Stealth +10, Passive Perception 18, resistance to non-magical bludgeoning, piercing, and slashing, plus immunity to Grappled, Prone, Restrained, Paralyzed, and a long list of conditions that would normally let the party pin a flying killer in place. The encounter is a problem the party solves by changing the rules, not by trading damage.

Open with the kill order. Whoever bound the stalker named one target, and the stalker hunts that target until it is dead or until the binding ends. Round one, the stalker enters the room invisible, drifts to the named PC, and uses Multiattack: three Wind Swipe attacks at +7 for 2d6+4 force damage each, or two swipes plus Vortex (DC 14 Con save, 1d8+3 thunder, Grappled, no Verbal spellcasting, 2d6 thunder per turn). Vortex on a caster is the right call almost every time. It denies them their tools and pins them to the only square the stalker is in.

After the first round the party can locate the stalker by the damage trails, the displaced dust, the held character. Treat the unseen attacker rules straight: Disadvantage on attacks, advantage to the stalker, and an opposed Stealth check whenever it moves more than 10 feet. The stalker will reposition every round to break line. The fight should feel like fighting a poltergeist. The right counter is See Invisibility, Faerie Fire, Glitterdust-style effects, or flour. Reward the player who thinks of flour.

Stalkers do not negotiate and do not surrender. They serve until the contract is fulfilled or until they drop, and they resent the binding the entire time. Once the named target is dead, the stalker disengages and flies away to find the binder.

If the binder is alive, have the stalker arrive at the binder's door an hour later with a problem to discuss. The party may be invited to the conversation.

Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.

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