Trench Lurker

medium monstrosity, unaligned

D&D 5.5 / SRD 5.2

Challenge 1 (200 XP)

Available with DM subscription
STR
14 (+2)
DEX
16 (+3)
CON
12 (+1)
INT
3 (-4)
WIS
10
CHA
6 (-2)

Defense

Armor Class
13 (natural armor)
Hit Points
27 (5d8+5 +1)
Speed
30 ft.

Treasure & Loot Common

No significant treasure

Proficiencies & Senses

Saving Throws —
Skills
Stealth +5, Survival +2
Senses
darkvision 60 ft.
passive Perception 10

Characteristics

Damage Vulnerabilities
—
Damage Resistances
—
Damage Immunities
—
Condition Immunities
—
Languages Understands Common but can't speak

Traits and Actions

Mud Camouflage

Trait
The Trench Lurker has advantage on Dexterity (Stealth) checks made to hide in mud, ash, or trench debris.

Filth Fever

Trait
Poisoned Condition
If a creature takes piercing damage from the Trench Lurker's Bite, it must succeed on a DC 11 Constitution saving throw or become Poisoned for 1 hour. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Multiattack

Action
The Trench Lurker makes two attacks: one with its Bite and one with its Claws.

Bite

Action
Weapon Attack Custom
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage plus Filth Fever.

Claws

Action
Weapon Attack Custom
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage.

Ambush Retreat

Reaction
When the Trench Lurker is reduced to half hit points or fewer, or if three or more hostile creatures are within 30 feet, it can use its reaction to move up to its speed without provoking opportunity attacks.

Running the encounter

Combat Behavior

Tactics

  • Lies motionless in mud until prey passes.
  • Retreats immediately if outnumbered or heavily damaged.

Combat Style

ambusher

Appearance & presence

Monster Description

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