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monster

Deep-Water Lurker

Deep-Water Lurker
Deep-Water Lurker
CR 7
Huge Monstrosity, Chaotic Evil
Reveal Stat Block
Armor Class
15 (Natural Armor)
Hit Points
114 (12d12 + 36)
Speed
10 ft., swim 60 ft.
str
22
+6
dex
14
+2
con
16
+3
int
5
-3
wis
12
+1
cha
5
-3
Amphibious.The lurker can breathe air and water.
Darkvision.The lurker can see in total darkness out to 120 feet.
Pressure-Proof.The lurker is immune to force damage caused by high underwater pressure.

Actions

Multiattack.The lurker makes three attacks: one with its bite and two with its tentacles.
Bite.Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 6) piercing damage.
Tentacles.Melee Weapon Attack: +9 to hit, reach 20 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained. The lurker has four tentacles, each of which can grapple one target.
Ink-Cloud (Recharge 5-6).While underwater, the lurker releases a cloud of thick, black ink in a 20-foot radius. The area is heavily obscured for 1 minute.

Deep-Water Lurker

The Deep-Water Lurker is a massive and terrifying monstrosity that inhabit the unmapped trenches and submerged crystalline grottos beneath The Shrouded Boughs. These creatures appear to be a twisted fusion of a colossal squid and a predatory sea-serpent, with long, muscular tentacles and a maw filled with rows of needle-sharp teeth. They are the primary reason why even the most experienced Mist-Whisker sailors and scavengers avoid the deepest sections of the root-labyrinth.

Deep-Water Lurkers are intelligent and patient hunters. They use the total darkness of the deep sea to their advantage, waiting for the vibrations of a passing skiff or a diving Muridae to strike. They are said to be the "Keepers of the Abyss," guarding the pre-flood secrets buried on the ocean floor. While they rarely surface, they are capable of reaching into the shallower channels of Drift-Haven to snatch unsuspecting prey from the piers.

Secret Motivation: The lurkers are instinctively drawn to "Aetheric Sinks." They often position themselves near underwater energy-leaks, using their own massive bodies to "plug" the leak and feeding on the raw magical energy as it flows through them.

Adventure Hook: A Deep-Water Lurker has taken up residence in The Deep-Dive Grotto, preventing the Mist-Weaver Coven from performing their "Deep-Memory" rituals. High Shaman Kaelis hires the party to descend into the grotto and drive the creature back into the abyss.