b'Lurker \n'b'  Medium   humanoid  (lurker),  chaotic evil  \n'b'  Armor Class  15 (natural armor)  Hit points  93 (11d8 + 44)  Speed  30 ft., fly 60 ft.\n'b' STATS STR: 19 (+4) DEX:  14 (+2)  CON:  18 (+4)  INT:  8 (-1)  WIS:  14 (+2)  CHA:  7 (-2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Damage Resistances  bludgeoning, piercing, and slashing from nonmagical attacks  Damage Immunities  poison  Condition Immunities   poisoned   Skills   Insight  +6,  Intimidation  +5,  Perception  +5,  Stealth  +5, Vehicle (Land) +5  Senses   darkvision  60 ft., passive  Perception  15  Languages  Understands Common but can\xe2\x80\x99t speak  Challenge  7 (2,900 XP) \n'b' Special Traits \n'b'\n'b'  Ambusher . In the first round of a combat, the lurker has advantage on  attack  rolls against any creature it surprised. Dive  Attack . If the lurker is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon  attack , the  attack  deals an extra 9 (2d8) damage to the target. False Appearance. While the lurker remains motionless, it is indistinguishable from an ordinary, inanimate scarecrow. Flyby. The lurker doesn\xe2\x80\x99t provoke an opportunity  attack  when it flies out of an enemy\xe2\x80\x99s reach. \n'b'  Keen Smell . The lurker has advantage on  Wisdom  ( Perception ) checks that rely on smell. Regeneration. If there is a corpse within 5 feet of it, the lurker regains 10  hit points  at the start of its turn by affixing a body part to its stump. If the lurker takes acid or fire damage, this trait doesn\xe2\x80\x99t function at the start of the lurker\xe2\x80\x99s next turn. The lurker dies only if it starts its turn with  0 hit points  and doesn\xe2\x80\x99t  regenerate . Innate Spellcasting (Psionics). The lurker\xe2\x80\x99s innate spellcasting ability is  Wisdom . It can innately cast the following spells, requiring no components:\n'b'\n'b'\n'b'  At will :  mage hand  (the hand is  invisible ) \n'b'  3/day each :  jump ,  misty step ,  nondetection  (self only)  Spider Climb . The lurker can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check \n'b'\n'b' Actions \n'b'\n'b'  Multiattack . The lurker makes two greataxe attacks. \n'b'  Greataxe .  Melee Weapon Attack : +7 to hit, reach 5 ft., one target.  Hit : 10 (1d12 + 4) slashing damage. \n'b'\n'b' About \n'b' A bizarre humanoid being with membrane-thin wings and a patchwork body stands before you. Its eyes glitter with malevolence and its bald head is ringed with horns. \n'b' The bizarre race of lurkers was once worshipped as gods in ancient times. They have since been forgotten by mankind, primarily because of their need to hibernate. The hibernation cycles have shortened in the last century from a millennium to a mere year or so. As a result, lurkers have begun popping up all over, waking up ravenous and eating their fill before their next hibernation. \n'b' Lurkers prey on unwary travelers and the foolish that happen to stumble upon their lairs. They detect prey by scent and focus on acquiring a particular body part of their victims. Of course, if the lurker is wounded, it will become less choosy about what body parts it needs.'