The Aethervale

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monster

Aether-Walker

Aether-Walker
Stat Block
CR 3
Reveal Stat Block
Armor Class
14
Hit Points
45
Speed
40 ft.
str
14
dex
18
con
14
int
2
wis
18
cha
18
str
14
+2
dex
18
+4
con
14
+2
int
2
-4
wis
18
+4
cha
18
+4

Senses darkvision 60 ft., passive Perception 14

Traits

Echolocation.The Walker has blindsight 60 ft. while it can hear. It can perceive creatures through walls up to 10 feet thick.
Mindless Hunter.The Walker is immune to the charmed and frightened conditions.

Actions

Slam.Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 3 (1d6) psychic damage. If the target is a creature, it is grappled (escape DC 14).
Necrotic Static.One creature grappled by the Walker must make a DC 11 Intelligence saving throw, taking 7 (2d6) psychic damage on a failed save.

Ecology

Aether-Walkers are the victims of psychic plagues like the "Whispering Sickness." They are not traditionally undead, but rather mindless, ambulatory corpses whose nervous systems have been hijacked and reanimated by the very Aether-networks they once utilized. They are often found in the lower wards of Kigum, moving in silent, rhythmic groups.

Combat Mechanics

Aether-Walkers move with a jerky, unnatural speed (40 feet) and have "Echolocation," allowing them to perceive creatures through walls. On a hit, they attempt to grapple the target, whispering "Necrotic Static" directly into their mind (dealing 1d6 psychic damage). They are immune to the charmed and frightened conditions and will relentlessly pursue the source of any noise above a whisper.

Loot

The bodies of Aether-Walkers often hold "Crystalline Residue" in their joints and eyes. This residue can be harvested and used as a minor component for crafting or as a fuel source for low-level Aether-tech.