15 (18 with mage armor)
75 (10d8 + 30)
35 ft.
Acrobatics +8, Insight +6, Perception +6, Stealth +8, Survival +6
darkvision 60 ft.
Sylvan, Common, Elvish
6
During its first turn, the stepper has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the stepper scores against a surprised creature is a critical hit.
As a bonus action, the stepper can teleport up to 30 feet to an unoccupied space it can see.
The stepper's innate spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). It can cast the following spells, requiring no components • At will: locate object, mage armor, message • 2/Day each: detect thoughts, fog cloud, teleport
The stepper has advantage on saving throws against spells and other magical effects.
The stepper makes three attacks.
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) bludgeoning damage.