Large Monstrosity, Unaligned
Armor Class 13 (natural armor)
Hit Points 85 (10d10 + 30)
Speed 30 ft., Swim 20 ft.
STR
19 (+4)
DEX
10 (+0)
CON
16 (+3)
INT
6 (-2)
WIS
13 (+1)
CHA
7 (-2)
Skills Perception +3
Damage Resistances Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened, Petrified
Senses Darkvision 80 ft, Passive Perception 13
Languages Understands Umbral but can't speak it
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Keen Smell and Sight. The lurker has advantage on Wisdom (Perception) checks that rely on smell and sight.

Somewhat Spiky Fur. At the start of each of the lurker's turns, roll a d6. On a 5 or 6, each creature grappling the lurker takes 2 (1d4) piercing damage and 1 poison damage.

Actions

Multiattack. The lurker makes two attacks: one with its bite and two with its claws. It can replace one attack with a body slam.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) piercing damage plus 4 (1d8) necrotic or poison damage (lurker's choice) and the target must make a DC 15 Constitution saving throw or have their hit point maximum reduced by half the necrotic damage taken.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage plus 2 (1d4) necrotic damage.

Undead Rising (1/Short or Long Rest). The lurker targets the corpse of up to three Tiny or one Small, Medium, Large, or Huge creature that it can see within 25 ft of it. That corpse rises as a zombie of its size that is under the lurker's control. To determine the statistics, use the same statistics as the dead creature but make it undead, it has immunity to poison damage and can't be poisoned, their Intelligence score decreases by 5, and they gain the Undead Fortitude trait that the normal zombie has. 

Habitat: ForestSwampUnderdark

Dragonekillax2

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