Nothic Stalker

Medium aberration, neutral evil

Someone is hungry

Description

The Nothic Stalker retains the original nothic’s disturbing demeanor but is more clever, articulate, and manipulative. It might speak in riddles, offer companionship, or promise protection to adventurers—just before turning on them for a taste of flesh. It craves connection, but its nature corrupts every attempt.

Armor Class 15 (natural armor)
Hit Points 60 (8d8 + 24)
Speed 30 ft.

STRDEXCONINTWISCHA
14 (+2)16 (+3)16 (+3)14 (+2)13 (+1)8 (–1)

Abilities

Saving Throws Wis +3, Cha +1
Skills Arcana +4, Insight +5, Perception +3, Stealth +5
Senses truesight 120 ft., passive Perception 13
Languages Undercommon, telepathy 120 ft.
Challenge 4 (1,100 XP)
Proficiency Bonus +2

Traits

Keen Sight.
The nothic has advantage on Wisdom (Perception) checks that rely on sight.

Aberrant Loneliness.
The nothic is cursed with a deep longing for companionship. It often tries to ā€œbefriendā€ prey by talking to them in cryptic or maddening ways before devouring them. When it uses its Weird Insight ability, it may also attempt a Charisma (Deception or Persuasion) check contested by the target’s Insight. On a success, the target is charmed for 1 minute or until harmed by the nothic or its allies.

Misty Step (Recharge 4–6).
As a bonus action, the Nothic Stalker can cast a variant of misty step (no components required), magically teleporting up to 30 feet to an unoccupied space it can see or knows is empty. This variant allows the creature to appear behind doors or in rooms provided the empty space is within 30 feet. Should the space it is trying to teleport into is occupied it fails to move but is treated as cast and hence requires a recharge to be able to cast again.

Actions

Multiattack.
The Nothic Stalker makes two claw attacks.

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 6 (1d8 + 2) slashing damage.

Rotting Gaze.
The Nothic Stalker targets one creature it can see within 30 feet of it. The target must succeed on a DC 12 Constitution saving throw or take 10 (3d6) necrotic damage. A creature that succeeds on this save is immune to this creatures Rotting Gaze for 1 hour.

Weird Insight.
The Nothic Stalker targets one creature it can see within 30 feet. The target must contest a Charisma (Deception) check against the Nothic Stalker’s Wisdom (Insight) check. If the Nothic Stalker wins, it magically learns one fact or secret about the target. The target takes 3 (1d6) psychic damage as the Nothic Stalker’s mind invades its own.

Roleplaying Notes

This creature may well become a guide to the party giving them useful information or leading them through dangerous spots. However its very nature will eventually cause it to try and lead the party into a trap where it can pick off the weaker party members one by one. The creature is intelligent and wise enough to not blunder into strong parties. It may initially try to attack (using its Rotting Gaze), but if it fails a couple of times it is likely to try and get the party to befriend it.

A good way to play it is a an extremely dangerous version of Gollum, complete with insantity, craftiness and general evil will but able to show good intentions at times.

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