Medium Undead, Neutral Evil
Armor Class 15 Natural Bone Armor
Hit Points 45 (6d8 + 18)
Speed 25 ft.
STR
16 (+3)
DEX
10 (+0)
CON
16 (+3)
INT
4 (-3)
WIS
10 (+0)
CHA
6 (-2)
Saving Throws CON +10
Damage Vulnerabilities Radiant
Damage Resistances Piercing, Slashing
Condition Immunities Charmed, Frightened, Poisoned
Senses Darkvision 60, Tremorsense 30, Passive Perception 10
Languages --
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

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.

Actions

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 Actions

Bonus Action Name. Enter the description for how bonus actions work for your monster here.

Reactions

Opportunity Attack. Spine Burst, attacker takes 5 (1d10) [piercing] Damage

Legendary Actions

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 Actions

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.

Caustic968

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