Lurker Below

Medium beast, unaligned

10 (+0) 19 (+4) 12 (+1) 2 (-4) 13 (+1) 1 (-5)

Armor Class 14
Hit Points 22 (4d8 + 4)
Speed 0 ft., 30 ft. swim
Skills Perception +3, Stealth +6
Senses passive Perception 13
Challenge 3 (700 XP)

Special Traits

  • Ambusher. In the first round of combat, the lurker below has advantage on attack rolls against any creature it has surprised.
  • Surface Attack. The lurker below can target a creature above the water’s surface that is in range of its tentacle. It has disadvantage on the attack roll.


  • Tentacle. Melee Weapon Attack: +6 to hit, reach 30 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage and the target is grappled (Escape DC 10). A grappled target must make a DC 13 Constitution saving throw or become Poisoned. The target can repeat the saving throw at the end of its turn, ending the effect on a success. Grappled targets are moved 30 ft. closer to the lurker below at the end of its turn.
  • Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.


The lurker below rarely eats small fish, preferring instead to bury itself in the soft mud at the bottom of its pond or river, waiting for a more substantial meal. It then lashes out with its long whiskerlike tentacles. If successful, it drags its foe below the water and begins to attack it.


Dangerous Guardians. Lurkers are popular as guardians; wizards, warlords, merchants and others who desire security and privacy often place them in moats, pools and water-based traps. Live lurkers fetch up to 500 gp each, but capturing them is a dangerous proposition, and would-be lurker hunters often end up as a meal for their intended prey. Unlike most normal fishes, lurkers seem to easily adapt to either saltwater or freshwater conditions.

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