Homebrew
Deception: +6
Perception: +5
Stealth: +5
Darkvision 120 ft.
Passive Perception 15
False Prey Lure. The lurefiend can project a telepathic illusion of a small, harmless creature within 60 feet of itself. The lure appears real to all senses (including touch) and moves as the lurefiend directs. Creatures that can see the lure must succeed on a DC 15 Wisdom saving throw or be charmed by the lurefiend for 1 minute. A charmed creature is drawn toward the lure, using its movement on each turn to approach it, and regards the lure as harmless. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature interacts with the lure (e.g., attacks it or moves within 5 feet), it can make an Intelligence (Investigation) check against DC 15 to realize it's an illusion, ending the charm effect immediately.
Keen Scent. The lurefiend has advantage on Wisdom (Perception) checks that rely on smell.
Mimicry. The lurefiend can mimic the sounds of small animals or simple humanoid voices (e.g., rabbit squeals, bird calls, a child's cry). Creatures hearing the sounds can discern their falsity with a successful DC 15 Wisdom (Insight) check.
Shadowy Camouflage. The lurefiend has advantage on Dexterity (Stealth) checks while in dim light or darkness, and it can hide as a bonus action in such conditions.
Multiattack. The lurefiend makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit:17 (2d12+4) piercing damage plus 7 (2d6) poison damage. If the target is charmed, the attack has advantage, and the target takes an additional 10 (3d6) psychic damage as the lurefiend's grotesque maw shatters their expectations.
Claws. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8+4) slashing damage.
Engulfing Maw. (Recharge 5-6): The lurefiend opens its massive, toothy maw, attempting to swallow a creature within5 feet. The target must succeed on a DC 15 Dexterity saving throw or be swallowed, taking 21 (6d6) acid damage and becoming restrained and blinded. A swallowed creature takes14 (4d6) acid damage at the start of each of the lurefiend's turns. The creature can escape by using an action to make a Strength (Athletics) check, emerging prone in a space within 5feet of the lurefiend. The lurefiend can only swallow one creature at a time. If the lurefiend takes 30 damage or more on a single turn from a swallowed creature, it must succeed on a DC 15 Constitution saving throw or regurgitate the creature, which falls prone in a space within 5 feet.
Slippery Escape. When the lurefiend takes damage, it can secrete a noxious slime and move up to half its speed without provoking opportunity attacks. Creatures within 5 feet of the lurefiend when it uses this ability must succeed on a DC 15Constitution saving throw or be poisoned until the end of their next turn.
Functions like an apex predator within forests. It was born out of the corrupted weave after the arcane disaster.
An ambush predator that uses illusions of small prey animals to draw its target closer. The illusions of the innocent animals charm the prey and leave them vulnerable to the lurefiend. As it relies on ambushes, it will try to escape, if possible, when outmatched.
The lurefiend is a grotesque monster with a large toothy mouth covering the majority of its body. It's round with an appendage on the top of its head that it uses to cast illusions of harmless animals. The skin is greyish and green with mottled brown spots, helping it blends into the forest environment.
It primarily hunts in forests where the foliage is especially heavy to cover its body.