Avatar of death. the undead around the bone lurker often freeze in awe or fear of its appearance. any undead creature making an attack against the bone lurker must succeed a dc 15 wisdom saving throw or else they must select a new attack target, or lose the attack entirely.
Shadowy form. the bone lurker cannot stand any form of light, causing it to often retreat into caves and homes when under the sun's threat, whenever any form of light shines on the creature, it takes 1d8 radiant damage per turn, and has disadvantage on saving throws, when under the direct light of the sun, the bone lurker takes 3d8 radiant damage per turn and has disadvantage on saving throws, attack rolls and ability checks
Fang. Melee Weapon Attack: +4 to hit, reach 5 ft., 1 target. Hit: 9 (3d4) Piercing damage.
Claw. Melee Weapon Attack: +4 to hit, range 5 ft., 1 target. Hit: 8 (2d6) Slashing damage.
Bite. Melee Weapon Attack +3 to hit, range 5ft., 1 target. Hit: 14 (2d8 + 4) Piercing damage, on a missed attack, the bone lurker bites, but its upper or lower jaw breaks off, disabling this attack and dealing 1d8 bludgeoning damage to the lurker
Ravage. When the bone lurker successfully strikes a target with at least 5 points of damage dealt, it may choose to strike another target on the same turn as a bonus action, using either the claw or fang attack
Description
A shambling mass of decay in an amorphous form, always featuring multiple sets of bony claws and sometimes fangs. The most recognizable feature of this monster is its skull, always that of a predator with glowing green eyes deep in the sockets, often it is the skull of an alligator, tiger or sometimes even shark, it is said that these creatures rise only from the will of a necromancer, and a mountain of bodies
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