Amphibious
The Abyssal Lurker can breathe air and water.
Shadow Beneath the Surface
While submerged or in dim light or darkness, the lurker has advantage on Dexterity (Stealth) checks and can hide as a bonus action.
Pressure Ambush
On the first turn of combat, if the lurker hits a creature that hasn’t taken a turn yet, the attack deals an extra 10 (3d6) cold damage, and the target must succeed on a DC 14 Strength saving throw or be grappled.
Multiattack
The Abyssal Lurker makes two attacks: one with its Tearing Claws and one with Barbed Tendril, or two claw attacks.
Tearing Claws
Melee Weapon Attack: +5 to hit, reach 5 ft., one target
Hit: 9 (1d10 + 3) slashing damage
Barbed Tendril
Melee Weapon Attack: +5 to hit, reach 15 ft., one target
Hit: 7 (1d8 + 3) piercing damage, and the target must succeed on a DC 14 Strength saving throw or be pulled 10 feet toward the lurker.
If the target is pulled into water, it is restrained until the end of its next turn.
Drag Below (Recharge 5–6)
The lurker attempts to pull a grappled or restrained creature into deeper water.
The target must make a DC 14 Strength saving throw:
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Fail: The target is knocked prone, restrained, and begins holding its breath.
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Success: The target is freed from the grapple.
Slip Away
When a creature misses the lurker with a melee attack, the lurker can move up to half its swim speed without provoking opportunity attacks.
Description
An Abyssal Lurker is a sleek, shadowy predator that clings to reefs and ship hulls just beneath the water’s surface. Its pale eyes are often the only warning before barbed limbs lash out, dragging victims toward the depths. It hunts with patience and precision, striking from darkness and vanishing back into the sea.
Previous Versions
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1/31/2026 6:01:17 PM
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Coming Soon
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