The Abyssal Lurker Beneath the Shattered Waves
In the depths of the ocean, beneath the shattered waves, there exists a creature that knows no mercy. Shrouded in shadows, its elongated form drifts silently through the water, only revealing itself when prey gets too close. With scales that reflect the darkness of the deep and bioluminescent markings that can mesmerize its foes, it is a master of ambush. Its eyes are void-like, absorbing light and hope alike, instilling fear in those who dare to wander into its realm. This creature is drawn to the scent of blood and the sounds of desperation, using its unique ability to distort sound and create illusions of safety, only to strike when its victims least expect it.
Statistics
Challenge Rating | 6 (2,300 XP) |
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Armor Class | 15 (Natural Armor) |
Hit Points | 95 (10d10 + 40) |
Speed | 0 ft., swim 60 ft. |
STR | 16 (+3) |
DEX | 18 (+4) |
CON | 18 (+4) |
INT | 2 (-4) |
WIS | 12 (+1) |
CHA | 15 (+2) |
Saving Throws: Dex +7, Con +7, Wis +4
Damage Vulnerabilities: Radiant
Damage Resistances: Bludgeoning, Piercing, and Slashing from nonmagical attacks
Condition Immunities: Charmed, Frightened
Senses: Darkvision 60 ft., Tremorsense 30 ft., Passive Perception 12
Languages: Understands Aquan but cannot speak
Challenge: 6 (2,300 XP)
Proficiency Bonus: +3
Abilities
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Amphibious: Can breathe both air and water.
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Shadow Mimicry: As a bonus action, it can create an illusory copy of itself in a location it can see within 60 feet. The copy lasts until the end of its next turn and must remain within 30 feet of the Lurker. The illusion is translucent and cannot take damage or attack. If a creature tries to interact with the illusion, it must make a Wisdom saving throw against the creature’s spell save DC or be charmed by the Lurker until the end of its next turn.
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Lurking Strike: The Lurker can attack from hiding, and its first attack against a surprised creature deals an extra 14 (4d6) psychic damage.
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Terrifying Veil: Once per day, the Lurker can release a wave of eerie darkness in a 30-foot radius. Creatures within this area must make a DC 15 Wisdom saving throw or be frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Actions
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Multiattack: The Lurker makes three attacks: one with its bite and two with its tentacles.
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Bite: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 3) piercing damage, and the target must succeed on a DC 15 Constitution saving throw or be poisoned until the end of its next turn.
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Tentacle: Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 3) bludgeoning damage, and the target must succeed on a DC 15 Strength saving throw or be pulled 10 feet closer to the Lurker. The Lurker can have one target restrained in this manner.
Reactions
- Evasive Retreat: When the Lurker is hit by an attack, it can use its reaction to become invisible until the start of its next turn, or until it attacks, or until it casts a spell.
This creature provides a unique challenge for adventurers, embracing terror and the unknown, compelling players to think tactically as they navigate the murky waters of its domain.