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Small fey, chaotic evil

Armor Class 16 (natural armor)
Hit Points 32 (6d6 + 12)
Speed 40 ft., climb 30 ft.

11 (+0) 16 (+3) 15 (+2) 10 (+0) 10 (+0) 7 (-2)

Skills Intimidation +2, Stealth +6, Survival +2
Condition Immunities frightened
Senses darkvision 60 ft.; passive Perception 10
Languages telepathy 120 ft.
Challenge 2 (450 XP)

Special Traits

  • Shadow Teleport (Recharge 5-6). As a bonus action, the lurchin can teleport to an unoccupied space within 30 feet of it, provided that both the space it’s teleporting from and its destination are in dim light or darkness. The destination need not be within line of sight.


  • Multiattack. The lurchin makes a bite attack and an impale attack or two impale attacks.
  • Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage and the target must succeed on a DC 13 Wisdom saving throw or become frightened. If they fail their saving throw by more than 5, the target also faints as from the sleep spell for 1 minute. Creatures that are immune to the frightened condition automatically succeed on their saving throw. When awake, the target can repeat the saving throw at the end of each of its turns, ending the effect early on a success.
  • Impale. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage and the target must make a DC 13 Dexterity save or become impaled on the appendage of the creature. While impaled, the target is considered restrained. The lurchin can only have 2 creatures impaled at one time and can release a creature as a free action.
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Knights of the Shadow Realm, Copyright 2020, David Barrentine