The lumen lurker haunts the deep water of the Mourning Glass, a pale predator that dangles a lantern of false glow to draw the curious over the rail. Raft-folk say the lake's dead call you down; more often it is a lurker.
- CR
- 2 (XP 450)
- Type
- Monstrosity
- AC
- 13
- HP
- 52
- Habitat
- Mycelial Deep
Large Monstrosity, Unaligned
AC 13 Initiative +1 (11)
HP 52 (7d10 + 14)
Speed 10 ft., swim 40 ft.
Senses Blindsight 60 ft.; Passive Perception 11
Languages None
CR 2 (XP 450; PB +2)
Traits
Amphibious. The lurker can breathe air and water.
False Lantern. The lurker dangles a lure that sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet. A creature that can see the lure and starts its turn within 30 feet of it makes a DC 12 Wisdom saving throw. Failure: The creature must move as close to the lure as it can on its turn, ending the effect for that turn if it can't approach. A creature that takes any damage is freed from the lure until the start of its next turn.
Actions
Multiattack. The lurker makes one Bite attack and one Tail attack.
Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 12 (2d8 + 3) Piercing damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 13), and the lurker can't Bite another target while it holds this one.
Tail. Melee Attack Roll: +5, reach 10 ft. Hit: 7 (2d4 + 2) Bludgeoning damage.
