Lurker
Medium • Fey • Lawful Evil
Armor Class 14
Hit Points 45 (7d8 + 14)
Speed 30 ft.
Initiative +4 (14)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 9 (−1) | 15 (+2) | 14 (+2) | 8 (−1) | 14 (+2) | 9 (−1) |
Saving Throws Wis +4
Skills Perception +6, Stealth +6
Condition Immunities exhaustion
Senses truesight 60 ft., passive Perception 16
Languages –
CR 2 (XP 450; PB +2)

Ominous Invisibility. The lurker is permanently invisible, and no creature other than the Humanoid targeted by its Stalking trait can perceive it (through normal or magical means). If the lurker attacks or if its prey manages to perceive it through normal or magical means, this trait doesn't function as long as its prey is alive.
Stalking. Charisma Saving Throw: DC 12, one Humanoid within 30 feet of the lurker that it can see. Failure: The lurker stalks the target, stays within 30 feet of the target at all times, and can't use this ability again until it or the target dies. Once per day, the target can make a Wisdom (Perception) check contested by the lurker's Dexterity (Stealth) check to try to perceive it. If the target can see invisible creatures, it automatically perceives the lurker. While being stalked this way, the target is overcome with paranoia and gains disadvantage on checks and saving throws. When the target finishes a long rest, it is targeted by the following effect. Wisdom Saving Throw: DC 12. Failure: The target gains no benefit from that long rest and instead gains one level of exhaustion.
Unusual Nature. The lurker doesn't require sleep.
ACTIONS
Multiattack. The lurker makes two Claw attacks.
Claw. Melee Weapon Attack: +4, reach 5 ft. Hit: 9 (2d6 + 2) slashing damage.
BONUS ACTIONS
Eerie Melody (1/Day). Wisdom Saving Throw: DC 12, the stalked target, provided it is not deafened. Failure: The target becomes frightened until the end of its next turn. While frightened, the target is also paralyzed.
Lurker's Step. The lurker teleports to a space within 30 feet of the stalked target where it can see it.
Lurker
Medium • Fey • Lawful Evil
Armor Class 16
Hit Points 120 (16d8 + 48)
Speed 30 ft.
Initiative +6 (16)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 9 (−1) | 17 (+3) | 16 (+3) | 8 (−1) | 16 (+3) | 9 (−1) |
Saving Throws Wis +6
Skills Perception +9, Stealth +9
Condition Immunities exhaustion
Senses truesight 60 ft., passive Perception 19
Languages –
CR 5 (XP 1,800; PB +3)

Ominous Invisibility. The lurker is permanently invisible, and no creature other than the Humanoid targeted by its Stalking trait can perceive it (through normal or magical means). If the lurker attacks or if its prey manages to perceive it through normal or magical means, this trait doesn't function as long as its prey is alive.
Stalking. Charisma Saving Throw: DC 14, one Humanoid within 30 feet of the lurker that it can see. Failure: The lurker stalks the target, stays within 30 feet of the target at all times, and can't use this ability again until it or the target dies. While being stalked this way, the target is overcome with paranoia and gains disadvantage on checks and saving throws. Success: The target becomes immune to this effect of all lurkers permanently.
When the affected target finishes a long rest, it is targeted by the following effect. Wisdom Saving Throw: DC 14. Failure: The target gains no benefit from that long rest and instead gains one level of exhaustion. Once per day, the target can make a Wisdom (Perception) check contested by the lurker's Dexterity (Stealth) check to try to perceive it. If the target can see invisible creatures, it automatically perceives the lurker.
Unusual Nature. The lurker doesn't require sleep.
ACTIONS
Multiattack. The lurker makes two Claw attacks.
Claw. Melee Weapon Attack: +6, reach 5 ft. Hit: 9 (2d6 + 2) slashing damage plus 9 (2d8) psychic damage.
BONUS ACTIONS
Eerie Melody (1/Day). Wisdom Saving Throw: DC 14, the stalked target, provided it is not deafened. Failure: The target becomes frightened until the end of its next turn. While frightened, the target is also paralyzed.
Lurker's Step. The lurker teleports to a space within 30 feet of the stalked target where it can see it.
QUICK REFERENCE
USING MONSTER VARIANTS
Monster variants allow the GM to adjust encounters to better match the party’s strength, narrative needs, or world-building logic. A weaker variant may represent a juvenile, wounded, or lesser specimen, while a stronger variant can serve as a leader, champion, ancient creature, or apex predator.
Variants can be used to fine-tune difficulty without changing the core identity of the monster, making them ideal for scaling encounters, reinforcing hierarchy within a faction, or creating memorable boss-style enemies. You can even use the same stat block but different variants in the same encounter if you want.
Design Note. Each monster is primarily balanced around its normal version. Weaker and stronger variants are derived adjustments and may not always preserve every tactical nuance or “feel” of the original creature. GMs are encouraged to review variants carefully and adjust abilities or tactics as needed to best suit their table.
