Medium Monstrosity, Chaotic Evil
Armor Class 14
Hit Points 45 (6d8 + 18)
Speed 30 ft., Climb 30 ft., Burrow 10 ft.
STR
13 (+1)
DEX
16 (+3)
CON
16 (+3)
INT
14 (+2)
WIS
10 (+0)
CHA
7 (-2)
Saving Throws DEX +5, INT +4
Senses Darkvision 60 ft., Passive Perception 11
Languages Common, Thieves' Cant
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Cunning Action. The lurker can use a bonus action to take the Dash, Disengage, Hide, or Use an Object action, to make a Dexterity (Sleight of Hands) check, or to use thieves’ tools to disarm a trap or open a lock.

Psychic Feast. The lurker can feed for 1 minute on a humanoid or monstrosity corpse with flesh at least 24 hours dead to absorb some of the lingering traces of memory and knowledge that the creature possessed in life. This adds a +1 bonus on a skill of the lurker’s choice that the creature was proficient in. The lurker gains only one bonus from any given corpse. At the GM’s discretion, a particularly ancient corpse might grant a larger bonus or a bonus to more than one skill. The lurker can maintain three separate bonuses. If it uses this trait when it already has the maximum number of bonuses, it must forget one of the current bonuses in order to replace it with one from the new corpse.

Grave Nose. The Lurker has advantage on Wisdom (Perception) checks that rely on smell to notice or recognize corpses, decaying things, meat, and undead creatures.

Inured to Disease. The lurker is immune to nonmagical diseases and has advantage on saving throws against magical diseases.


Scrounger.
The lurker has advantage on Wisdom (Perception) and Intelligence (Investigation) checks to find objects in rubble or undergrowth, buried, or otherwise hidden from view.


Sneak Attack (1/Turn).
The lurker deals an extra 10 (3d6) damage when it hits a target with a attack if it had advantage on the attack roll, or when the target is within 5 feet of an ally of the lurker that isn’t incapacitated and the lurker didn’t have disadvantage on the attack roll.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 9 (1d4 + 3) piercing damage.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 3) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Description

With their razor-sharp teeth and jagged claws, ghouls roam the night in packs, driven by an insatiable hunger for humanoid flesh.

Habitat: SwampUnderdarkUrban

Ionicle99

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