Spire Walker

Tiny Fey, chaotic neutral

Armor Class 16 (natural armor)

Hit Points 38 (11d4+22)

Speed walk +20

Challenge 3

STR
3
-4
DEX
18
+4
CON
14
+2
INT
11
+0
WIS
10
+0
CHA
14
+2

Saving Throws dex +7

Damage Resistances piercing from nonmagical attacks

Damage Immunities lightning, thunder

Senses passive Perception 10

Languages Common, Sylvan

Special Abilities

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.

Source: Tome of Beasts · OGL/Open