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Lurker CR: 4

Large aberration, neutral evil
Armor Class: 13 (natural armour)
Hit Points: 76 (9d10 + 27) 9d10+27
Speed: 30 ft , swim: 40 ft

STR

18 +4

DEX

9 -1

CON

17 +3

INT

8 -1

WIS

12 +1

CHA

7 -2

Damage Resistances: Bludgeoning, Piercing and Slashing from non-magical attacks
Damage Immunities: Acid, Psychic
Senses: Darkvision 60ft, Blindsight 30ft, passive Perception 11
Languages: Understands Daedric But Can't Speak
Challenge Rating: 4
Proficiency Bonus: +2

Amphibious. The lurker can hold its breath for up to 30 minutes at a time. In addition, it suffers no movement penalty in wet or marshy conditions.   Acid Dweller. The lurker suffers no movement penalty from terrain covered in acid, when submerged in 10 feet or more of acid it can move using its swimming speed. Additonally when fully submerged (20 feet or more) it reamins fully obscured while it isn't moving.   Lurker Spray (Recharge 5–6). Sprays acid in a 15-­‐foot cone using its action. Each creature in that area must make a DC 14 Dexterity saving throw, taking 24 (6d8) acid damage on a failed save, or half as much damage on a successful one.   Lurker Stomp (Recharge 5–6). Stomps on the ground using its action. Each medium or smaller creature standing within 10ft of the lurker must make a DC 14 Dexterity saving throw, taking 13 (3d8) bludgeoning damage and falling prone on a failed save, or half as much damage and remaining standing on a successful one.

Actions

Multiattack. The lurker makes up to two attacks, one with it's Spew Tentacles or two with it's Claws.   Claw. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 13 (2d8+4) slashing damage.   Spew Tentacles. Melee Weapon Attack: +6 to hit, reach 20 ft., one target. Hit: 13 (3d8) acid damage and the target must make a Strength saving throw, being pulled 15ft towards the lurker on a failed save.

Harvesting: Acid Vial (4), Greater Soul

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