Ambusher. In the first round of a combat, the lurker has advantage on attack rolls against any creature it surprised.
Amphibious. The Lurker can breathe air and water.
Underwater Camouflage. The Lurker has advantage on Dexterity (Stealth) checks made while in water.
Multiattack. The Lurker makes three tentacle attacks, each of which can be replaced with one use of Fling or Bite if a creature or object is grappled in a tentacle.
Tentacle. Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. If the target is a creature, it is grappled (escape DC 15). Until this grapple ends, the target is restrained.
Fling. One Medium or smaller object held or creature grappled by the lurker is thrown up to 30 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet thrown. If the target is thrown at another creature must succeed on a DC 15 Dexterity saving throw or take the same damage and be knocked prone.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage. If the target is a Medium or smaller creature grappled by the lurker, that creature is swallowed and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the lurker, and it takes 10 (3d6) acid damage at the start of each of the lurker's turns.
If the lurker takes 30 damage or more on a single turn from a creature inside it, the lurker must succeed on a DC 18 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the lurker. If the lurker dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone.
Comments