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Ceiling Skulker

Medium Fiend (demon, shapechanger), Chaotic Evil


Armor Class 15 (natural armor)

Hit Points 67 (9d8+27)

Speed 40 ft. climb 30 ft.

STR 18 (+4)
DEX 16 (+3)
CON 16 (+3)
INT 10 (+0)
WIS 13 (+1)
CHA 12 (+1)

Saving Throws Dex +5, Wis +3

Skills Stealth +7, Acrobatics +5, Perception +3

Damage Resistances cold; fire; lightning

Damage Immunities poison

Condition Immunities poisoned

Senses darkvision 120 ft., passive Perception 13

Languages Abyssal, Common, telepathy 60 ft.

Challenge 4 (1,100 XP) Proficiency Bonus +2


Ceiling-Crawling Terror. The demon can climb difficult surfaces, including ceilings, without needing to make an ability check. It can move across ceilings and walls without using its hands, and it can remain motionless on a ceiling indefinitely.
Shadow-Hugger. While in dim light or darkness, the demon can take the Hide action as a bonus action. If it starts its turn hidden in dim light or darkness, its movement does not reveal its position unless it ends that movement in bright light.
Sudden Descent. The demon has advantage on attack rolls against creatures that cannot see it. If the demon hits a creature while hidden, the attack deals an extra 7 (2d6) necrotic damage, and the demon is no longer hidden after the attack.

Actions

Multiattack. The demon makes two Claw attacks.
Claw. Melee weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) slashing damage, plus 3 (1d6) necrotic damage. If the demon has advantage on the attack roll, the target cannot make opportunity attacks against the demon until the start of the demon's next turn.
Shadow Drop. Melee weapon Attack: +6 to hit, reach 10 ft., one creature directly below the demon. Hit: 13 (2d8+4) bludgeoning damage, plus 3 (1d6) necrotic damage. The demon leaps or drops from a wall or ceiling onto the target. If the attack hits, the target must succeed on a DC 14 Strength saving throw or be knocked prone. The demon can then move up to half its climb speed without provoking opportunity attacks.

Bonus Actions

Skitter into Shadow. The demon moves up to half its speed toward a space in dim light or darkness and takes the Hide action. This movement can be along a wall or ceiling.

Reactions

Clinging Escape. When a creature the demon can see misses it with a melee attack, the demon moves up to 10 feet without provoking opportunity attacks. It can move onto a wall or ceiling during this movement.

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We searched every shadow beneath us. We never thought to look above the dark. โ€” last words of Sergeant Pell

Lore & Description

Appearance

A ceiling skulker is a gaunt, long-limbed demon with an emaciated torso and four crooked, jointed arms. Its skin is charcoal black and textured like cracked slate, while thin violet veins pulse beneath its surface. Its hands end in hooked fingers that grip stone, wood, and plaster with insectile ease. A wide, lipless mouth splits its face from ear to ear, and clusters of tiny silver eyes glimmer across its brow and shoulders. When it presses itself against a ceiling, its body flattens and its colors bleed into the surrounding shadows.

Behavior & Origins

Ceiling skulkers slip through the Abyssal fissures beneath abandoned buildings, forgotten mines, and ruined temples, where they hunt from above and feed on the panic of creatures who never see the first blow. They prefer narrow halls, low chambers, and places cluttered with hanging beams or stalactites. The skulker called Vesh-Karra has recently nested beneath the old bell tower of Saint Orun, and it wants the tower's cracked silver bell destroyed so that no sound can reveal its movements.

Running Ceiling Skulker

Tactics

The ceiling skulker begins combat hidden on a ceiling, using Shadow Drop against an isolated target before skittering into darkness. It keeps to walls and ceilings, using Clinging Escape to avoid being surrounded and striking creatures that cannot see it. When reduced below half its hit points, it targets wounded characters and retreats through narrow passages; it fights to the death only if cornered or defending its nest.

DM Tips

  • Telegraph its presence with upside-down footprints, dust falling from the ceiling, scratched plaster, and victims whose wounds begin above their shoulders.
  • Give the demon a rapid, insectlike voice and have it pause unnaturally whenever someone looks upward, rewarding players who inspect ceilings and rafters.
  • In a room with little cover, reduce its hit points to 52 and remove Sudden Descent's extra damage; in a dense ruin, mine, or cathedral, let it begin hidden and provide several ceiling routes.
  • Bright light does not harm the demon, but it prevents Shadow-Hugger from functioning and makes its escape routes much easier to track.

Loot

  • Vesh-Karra's Silver Bell Shard — A jagged piece of the stolen bell that vibrates faintly when a creature moves overhead; it can serve as proof that the bell tower nest has been found.
  • Shadow-Slick Claw — A shed demon talon that remains cold and faintly reflective. A smith or occultist might fashion it into a tool that grants advantage on one check made to climb or hide in darkness before crumbling.

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Generation Info

Original prompt:
"a celling demon that can run and hide in the shadows"

Created: Sep 28, 2026
Modified: Oct 25, 2026

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