Bone Mend. If the lurker starts its turn in water containing bones, it regains 3 HP as it absorbs encompassing material.
Tactical Notes: The Boneshell Lurkers begin submerged, completely invisible in the dark water. DC 15 Perception to notice them before they rise. In round 1, It surges upward on their initiative, drenching whoever is nearest. Shallow water (2 feet) counts as difficult terrain for Medium and smaller creatures but does not count as swimming.
Multi attack. The lurker makes two attacks.
Bone Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d8 + 3) [bludgeoning] damage
Shell Burst (Recharge 5–6). The lurker ejects shards of its shell in a 10-foot radius. All creatures in the area must make a DC 13 Dexterity saving throw, taking (3d6) [piercing] damage on a failed save or half on a success. The lurker’s AC is reduced by 2 after using this ability (to a minimum of 11).
Bone Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit 10 (1d12+4) [Piercing] damage. Target us succeed on a DC 13 Strength saving throw or be grappled. escape DC 13.
Crushing Drag (Recharge 5-6). The lurker pulls a grappled creature up to 10 feet, slams it into the ground. The target takes 11 (2d10) [bludgeoning] damage and is knocked prone
Bonus Action Name. Enter the description for how bonus actions work for your monster here.
Opportunity Attack. Spine Burst, attacker takes 5 (1d10) [piercing] Damage
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Mythic Action Name. Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Enter a general description for your monster here.
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.
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