Rafter Stalker
Traits
Spider Climb. Can climb walls and ceilings without using its hands.
Ceiling Shadow. While the Rafter Stalker is clinging to the ceiling, creatures below have Disadvantage on Perception checks to notice it.
Drop Attack. When the Rafter Stalker attacks a creature by falling at least 10 feet, its attack is made with Advantage and deals an extra 9 (2d8) Bludgeoning damage. It takes no fall damage.
Actions
Multiattack. Makes two Talon attacks.
Talon. Melee Attack Roll: +6, reach 5 ft. Hit: 8 (1d8 + 4) Slashing damage.
Bonus Actions
Scurry. Spends half its Speed to move without provoking Opportunity Attacks and takes the Hide action (if suitable cover is available — ceiling beams count).
How to Use
Scene: A high-ceilinged hall. Beams, chandeliers, dark corners. The party advances below.
Players don't look up. This is one of D&D's oldest and most reliable truths.
Loop:
- It drops from the ceiling: Drop Attack + Advantage + 9 extra = one talon 17 damage, two of them 25+.
- It nearly drops a Wizard (HP ~20) instantly.
- It climbs back to the ceiling with Scurry and vanishes.
- The party can't reach it — Climb 40 ft., they're on the ground.
How the party wins: Ranged attacks, flying, lighting up the ceiling, or pulling it to the ground (Web, Grease, Grapple). On the ground, the Rafter Stalker is an ordinary creature.
Balance note: Using two Rafter Stalkers at once seriously challenges a Lv3 party. Start with one, and add a second if the party seems comfortable.