b'Lurchin \n'b'  Small   fey ,  chaotic evil  \n'b'  Armor Class  16 (natural armor)  Hit Points  32 (6d6 + 12)  Speed  40 ft., climb 30 ft.\n'b' STATS STR: 11 (+0) DEX:  16 (+3)  CON:  15 (+2)  INT:  10 (+0)  WIS:  10 (+0)  CHA:  7 (-2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     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) \n'b' Special Traits \n'b'   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\xe2\x80\x99s teleporting from and its destination are in dim light or darkness. The destination need not be within line of sight. \n'b'  Actions \n'b'   Multiattack . The lurchin makes a bite  attack  and an impale  attack  or two impale attacks. \n'b'  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. \n'b'  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.'