Medium Monstrosity, Chaotic Neutral
Armor Class 12 natural armor
Hit Points 29 (4d8 + 17)
Speed 25 ft., swim 30 ft., climb 20 ft.
STR
15 (+2)
DEX
12 (+1)
CON
11 (+0)
INT
6 (-2)
WIS
16 (+3)
CHA
5 (-3)
Saving Throws STR +4
Skills Animal Handling +3, Stealth +5
Damage Resistances Necrotic
Senses Blindsight 10 ft, Darkvision 85 ft, Passive Perception 19
Languages --
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Amphibious. The lurker can breath both air and water.

Environmentally Sensitive Skin. The abyss lurker has advantage on Perception (Wisdom) checks that have to do with smell, touch and hearing. Also, the abyss lurker can sense the location of all Humanoid, Beast, Monstrosity and Plant creatures within 15 ft of it. 

 

 

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., 1 target. Hit: 4 (1d4+2) piercing damage. 

Arm Thrust. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 7 (1d8+2) bludgeoning damage. If the target or the lurker is in an area of obscure light, the abyss lurker has its Strength increased by 1 until the end of the next round. While the lurker's Strength is increased this way, its Strength modifier is added on to its attacks.

Shadow-Powered Stone. RangedWeapon Attack: +5 to hit, range 10/20 ft., 1 target. Hit: 5 (1d6+1) bludgeoning damage and 2 necrotic damage.

Screech (Recharge 5-6). The lurker releases a dreadful screech. All creatures within 20 ft of the lurker must make a DC 15 Wisdom saving throw, taking 8 (2d4) necrotic damage and be frightened for 2 minutes on a failed save, or half as much damage and only be frightened for 1 round on a success. 

Habitat: UnderdarkUnderwater

Dragonekillax2

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