Medium Aberration, Chaotic Neutral
Armor Class 17 (natural armor)
Hit Points 93 (11d8 + 44)
Speed 20 ft.
STR
19 (+4)
DEX
19 (+4)
CON
18 (+4)
INT
7 (-2)
WIS
16 (+3)
CHA
13 (+1)
Damage Resistances Acid, Cold, Fire, Lightning, Poison, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 60 ft., Passive Perception 16
Languages Abyssal ,Demolith Understands Abyssal, Common, and Celestial but can't speak them
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Demolith Subtype. The lurker has the "(demolith)" tag, which has no rules of its own, but is a tag that affects the abyssal in the same way that it would affect a demon or devil.

Chaotic Resistance. The lurker has advantage on saving throws against being incapacitated, poisoned, or knocked prone.

Actions

Multiattack. The lurker makes three ranged attacks and one melee attack.

Tentacle. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 10 (1d12 + 4) bludgeoning damage + 2 (1d4) acid damage.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.

Worm-Cannon. Melee Weapon Attack: +7 to hit, range 120 ft., one target. Hit: 6 (1d4 + 4) piercing damage and a tiny worm-like being attaches to the target for 1 minute. As long as the worm remains, the target loses 1d6 hit points at the start of each of its turns, as the worm begins draining its blood and life-energy with necrotic mandibles.The targeted creature the worm is attached to can use an action to de-attach the worm, killing the worm in the process.

Description

Barbed Lurkers are aberrant beings from the realm of Pandemonium. They are incredibly old, surprisingly dexterous, and are believed to be part demolith, the most common kinds of fiends throughout the Outer Planes.

Dragonekillax2

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