Faultless Tracker. The stalker is given a quarry by its summoner. The stalker knows the direction and distance to its quarry as long as the two of them are on the same plane of existence. The stalker also knows the location of its summoner.
Actions
Multiattack. The stalker makes two slam attacks.
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.
How many invisible stalkers for a fight?
An invisible stalker is worth 2,300 XP. Using the 2024 encounter budgets (SRD 5.2), this is how many invisible stalkers fit each difficulty for a party of four characters of the same level. A dash means even one would be over the budget.
Party level
Low
Moderate
High
5th
—
1
1
6th
1
1
2
7th
1
2
2
8th
1
2
3
9th
2
3
4
10th
2
4
5
11th
3
5
7
12th
3
6
8
13th
4
7
9
14th
5
8
10
15th
5
9
12+
16th
6
10
12+
17th
7
12
12+
18th
8
12+
12+
19th
9
12+
12+
20th
11
12+
12+
Budgets add up every monster’s XP, so you can swap some for other creatures of the same total. Try other party sizes and mixes in the encounter calculator.
How the invisible stalker compares at CR 6
Against the 9 other challenge 6 monsters in the SRD 5.1, the invisible stalker has more hit points than 1 of them, which makes it one of the frailest at its CR. See every CR 6 monster.
Statistic
Invisible Stalker
CR 6 average
Armor Class
14
15
Hit points
104
110
Best attack bonus
+6
+7
Invisible Stalker 2024 stat block
The 2024 Monster Manual revised the invisible stalker, and the SRD 5.2 carries the new stat block. What changed:
Hit points: 104 → 97.
New in its stat block: Air Form, Wind Swipe and Vortex.
Air Form. The stalker can enter an enemy’s space and stop there. It can move through a space as narrow as 1 inch without expending extra movement to do so.
Invisibility. The stalker has the Invisible condition.
Actions
Multiattack. The stalker makes three Wind Swipe attacks. It can replace one attack with a use of Vortex.
Wind Swipe. Melee Attack Roll: +7, reach 5 ft. Hit: 11 (2d6 + 4) Force damage.
Vortex. Constitution Saving Throw: DC 14, one Large or smaller creature in the stalker’s space. Failure: 7 (1d8 + 3) Thunder damage, and the target has the Grappled condition (escape DC 13). Until the grapple ends, the target can’t cast spells with a Verbal component and takes 7 (2d6) Thunder damage at the start of each of the stalker’s turns.