Merkmale
Magic Weapons
The prowler's weapon attacks are magical.
Lightning Absorption
Whenever the prowler is subjected to lightning damage, it takes no damage. Instead, it regains hit points equal to half the damage dealt and can teleport up to 30 feet to an unoccupied space it can see and make one claw attack.
Lightning Reflexes
The prowler always takes its turn first in initiative order.
Zauberwirken
Call of the Storm (1/Day)
The prowler howls as a bonus action, summoning a storm cloud above itself that it can direct, as per the call lightning spell (DC 16). In addition, it can use a bonus action on each of its turns while concentrating on the spell to target itself with a bolt of lightning.
Aktionen
Multiattack
The prowler makes two attacks: one with its bite and one with its claws.
Bite
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 3 (1d6) lightning damage.
Claws
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 3 (1d6) lightning damage.
Lightning Nova (Recharge 5–6)
The prowler unleashes electricity with an explosive scream. Each creature within 20 feet of the prowler must make a DC 16 Constitution saving throw. On a failed save, a creature takes 28 (8d6) lightning damage and can't use reactions or bonus actions until the end of the prowler's next turn. On a successful save, a creature takes half as much damage and suffers no additional effects. A creature that fails this save by 5 or more is also stunned until the end of the prowler's next turn.
Bonusaktionen
Rampage
If the prowler reduced a creature to 0 hit points with a melee attack this turn, it moves up to half its speed and make a claw attack.
Reaktionen
Thunderous Revival (1/Day)
When the prowler is reduced to 0 hit points, it emits a thunderous howl, instantly regaining 33 (6d10) hit points. Each creature within 10 feet of the prowler must make a DC 16 Constitution saving throw, taking 16 (3d10) thunder damage and being knock prone on a failed saving throw, or taking half as much damage and not being knock prone on a successful one. A creature that fails this save by 5 or more is also stunned until the end of the prowler's next turn.
Legendäre Aktionen
Leap
The prowler jumps a number of feet up to its speed and lands on its feet in a space that can contain one or more other creatures. Each of those creatures must make a DC 16 Dexterity saving throw. On a failed save, a creatures takes 14 (4d6) bludgeoning damage and 14 (4d6) lightning damage and is knocked prone . On a successful save, a creature takes half as much damage, isn't knocked prone, and is pushed 5 feet into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls prone in the prowler's space.