Medium Swarm of Medium undead, Chaotic Evil
Armor Class 13
Hit Points 45 (6d8)
Speed 30 ft.
STR
14 (+2)
DEX
12 (+1)
CON
16 (+3)
INT
6 (-2)
WIS
10 (+0)
CHA
5 (-3)
Senses Passive Perception 10
Languages Common (They can understand it but can’t speak)
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Explosive Death. When reduced to 0 HP, it explodes in a 15-ft cone of ash. Each creature in the cone must make a DC 14 Dexterity save or take 3d6 fire damage and be blinded for 1 minute. Save ends blindness early

Ashform. Can slip through tiny openings as smoke but can't act that turn

Actions

Claw Slash. Melee Weapons Attack: +5 to hit, 5ft., one target. Hit:2d6+2 slashing damage

Ash Breath (Recharge 5-6). 15-ft cone; DC 14 Constitution save or be blinded and take 2d6 fire damage

Bonus Actions

Ashstep. The Lurker vanishes in a swirl of ash and reappears in an unoccupied space it can see with in 30ft. Creature adjacent to its departure point must succeed on a DC 13 Constitution saving throw or be chocked by the ash, taking 1d6 fire damage and becoming disoriented (disadvantage on attack rolls until the end of their next turn)

Smoldering Grin. The Lurker lets out a dry, rasping hiss as its bones ignite faintly. Until the start of its next turn, any creature that hits a melee attack takes 1d4 fire damage.

Reactions

Flare Burst. Trigger: The Lurker is hit by a spell or ranged attack. Effect: The Lurker releases a flash of ash light from its eye sockets. The attacker must make a DC 14 Dexterity saving throw of be blinded until the start of their next turn.

Bone Reflex. Trigger: A creature ens its turn with in 5 feet of the Lurker Effect: The Lurker lashes out with a jagged bone shard protruding from its arm.     Attack: +5 to hit, Hit: 1d8+2 piercing damage, and the target must succeed in a DC 13 Constitution saving throw or begin bleeding (1d4 damage at the start of each of its turns until healed or a DC 10 Medicine check ends it)

Bone Fracture Snap. Trigger: A creature misses the Lurker with a melee attack. Effect: The Lurker makes a claw attack against the creature. If it hits, the target's movement is reduced by 10 ft until the end of its next turn due to nerve pain from the jagged bone shards

Description

Lurking just beyond the veil of the fire’s glow, the Ash-Marrow Lurker moves with a silence that doesn’t feel natural—it doesn’t walk, it glides, like ash caught in a dying breath. Its skeletal frame is wrapped in layers of charred sinew and brittle flesh, crumbling with every shift but never ceasing, never dying. Its limbs are too long, bent the wrong way—joints exposed like burnt bone picked clean by time.

Where its eyes should be, there are only smoldering pits—flickering with the dull, red glow of embers long extinguished, still hungry. A thick black fluid drips from its hollow ribcage, steaming as it hits the ground, hissing like whispered regrets.

It exudes a soundless pressure, as if the very air recoils from it. You’ll never hear it coming—but you’ll feel it. A dry itch behind your eyes. A bitter warmth in your lungs. And then—ashes. Everywhere. In your mouth, your nose, your thoughts.

They say the Lurker remembers every death it's ever watched. It doesn’t kill for food. It kills to complete its collection of last breaths.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Sixela4309

Comments

Posts Quoted:
Reply
Clear All Quotes