Spire Walker

Tiny fey, Chaotic Neutral

Armor Class

16 (natural armor)

Hit Points

38 (11d4+22)

Speed

walk 20 ft.

Saves

Dex +7

Damage Resistances

piercing from nonmagical weapons

Damage Immunities

lightning, thunder

Languages

Common, Sylvan

Challenge

3

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.