b'Lurker in Light \n'b'  Small   fey ,  neutral evil  \n'b'  Armor Class  15 (natural armor)  Hit Points  103 (16d6 + 48)  Speed  30 ft., fly 30 ft.\n'b' STATS STR: 13 (+1) DEX:  18 (+4)  CON:  16 (+3)  INT:  14 (+2)  WIS:  16 (+3)  CHA:  17 (+3)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Perception  +6,  Stealth  +7  Condition Immunities   blinded   Senses  passive  Perception  16  Languages  Common, Sylvan  Challenge  5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Blend with Light . When the lurker is in an area of bright light, it can turn  invisible  as a bonus action. Any equipment the lurker wears or carries is  invisible  with it. \n'b'  Innate Spellcasting : The lurker\xe2\x80\x99s innate spellcasting ability is  Charisma  (spell save DC 14). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b'  At will :  dancing lights ,  light ,  mage hand ,  minor illusion  \n'b'  3/day each :  blindness/deafness ,  daylight  \n'b'\n'b'  Sneak Attack (1/Turn) . The lurker deals an extra 10 (3d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the lurker that isn\xe2\x80\x99t  incapacitated  and the lurker doesn\xe2\x80\x99t have disadvantage on the attack roll. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The lurker makes two attacks with its claws. \n'b'  Claw .  Melee Weapon Attack : +7 to hit, reach 5 ft., one creature.  Hit : 6 (1d4 + 4) slashing damage. \n'b'  Daylight Door (1/Day) . The lurker magically teleports itself from an area of bright light, along with any equipment it is wearing or carrying, to a location up to 120 feet away to an unoccupied space it can see that is also in bright light. \n'b'  Poisoned Dagger .  Melee or Ranged Weapon Attack : +7 to hit, reach 5 ft. or range 20/60 ft., one target.  Hit : 6 (1d4 + 4) piercing damage, and the target must succeed on a DC 15  Constitution  saving throw or become  poisoned  for 1 minute. \n'b'\n'b' ABOUT \n'b' These small humanoids lurk at the edge of illumination, their fine features bleeding away at the edges, making them appear blurred and out of focus. Moving into the light, the lurker vanishes, but its  invisible  presence is tangible as a feeling of being watched. Malicious and alien fey, lurkers in light venture to the Material Plane to perpetrate strangely targeted mischief, stealing and killing according to a logic or system of justice only they understand. Gnomes in particular seem to incur these unexplained attacks, leading some to believe that lurkers may be agents of ancient and vengeful forces. A lurker in light is 3 feet tall, but weighs only 20 pounds. \n'b'  Darkness in Light . Creatures of the light, lurkers are visible only in dim illumination, with anything brighter than a flickering torch making them completely invisible, even as they savage their enemies\xe2\x80\x94a prospect terrifying to those civilized races that equate light with safety. A lurker in light turns conventional wisdom on its head, for they detest darkness and the creatures that dwell in it, yet they themselves are sadistic and evil. They particularly hate creatures that wield darkness powers, as well as dwarves, gnomes, and creatures from the Plane of Shadow. Given time and opportunity, they enjoy torturing such creatures to death if they can capture them alive. \n'b'  Radiant Dust . If killed, a lurker in light disintegrates over the course of several minutes into 2d6 pounds of dust that radiates faint magic and glows for 1d6 days with a cold light equal to that provided by a candle. This dust damages undead shadows as if it were holy water, with a pound of dust equal to one flask of holy water.'