Creature Reference Back to Creatures

Spire Walker

Tiny · Fey · CR 3 · Chaotic Neutral

Armor Class
16 (natural armor)
Hit Points and Hit Dice
49 (11d4 + 22)
Challenge Rating CR
3

Ability Scores

Core attributes and their modifiers.

STR
3
-4
DEX
18
+4
CON
14
+2
INT
11
+0
WIS
10
+0
CHA
16
+3

Overview

Category Monsters
Size Tiny
Type Fey
Alignment Chaotic Neutral
XP 700
Initiative Bonus +4

Movement

Walk 20 ft (6.1 m)
Swim 10 ft (3 m)
Climb 10 ft (3 m)
Crawl 10 ft (3 m)

Senses

Passive Perception 10

Saving Throws

Dexterity +6

Skills

Acrobatics +6

Languages

Common, Sylvan

Resistances & Immunities

Damage Immunities
lightning, thunder
Damage Resistances
piercing from nonmagical attacks

Traits

Energized Body

A creature wearing metal or wielding a metal weapon that touches the spire walker or hits it with a melee attack while within 5 feet of it takes 3 (1d6) lightning damage.

Actions

Invisibility

The spire walker magically turns invisible until it attacks or until its concentration ends (as if concentrating on a spell). Any equipment the spire walker wears or carries is invisible with it.

Lightning Burst

+5 to hit, reach 5 ft (1.5 m). Hit: 4d6+3 lightning damage.

Melee or Ranged Spell Attack: +5 to hit, reach 5 ft. or range 60 ft., one target. Hit: 17 (4d6 + 3) lightning damage, and each creature, other than the target, within 10 feet of the target must make a DC 13 Dexterity saving throw, taking 7 (2d6) lightning damage on a failed save, or half as much damage on a successful one.

Bonus Actions

Steeple Step

The spire walker teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see. The destination must be on the steeple of a building, mast of a ship, corner of a rooftop, or similar narrow point or feature.

About Spire Walker

Spire Walker is a tiny fey with a Challenge Rating of 3. It has a chaotic neutral alignment.

In combat, this creature maintains an Armor Class of 16 and possesses 49 hit points (derived from 11d4 + 22).

Spire Walker has communication capabilities including Common, Sylvan. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Spire Walker

1 tips available

When using Spire Walker in your D&D 5e campaign, consider these tactical approaches:

  • Lightning Damage Awareness: Lightning attacks often have long range and high speed. Advise players to use cover and avoid metal armor/weapons. Water surfaces amplify lightning damage - avoid fighting near water.

Player Guide: Facing Spire Walker

1 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Lightning Damage Protection: This creature deals lightning damage! Avoid metal armor and weapons. Use cover and avoid water surfaces. 'Iron Skin' or 'Protection from Energy' can help.

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 3.

Solo Encounter:

A single character of level 5 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 1,200 XP
  • Hard: 1,800 XP
  • Deadly: 2,400 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Spire Walker?
Spire Walker has a Challenge Rating of 3, making it appropriate for parties of level 3.0.
What type of creature is Spire Walker?
Spire Walker is a Tiny Fey, which affects how certain spells and abilities interact with it.
What languages does Spire Walker speak?
Spire Walker can communicate in Common, Sylvan.

Related D&D 5e Content

Related Creatures