Rock Lurker

Rocklurker (CR 5)

  • Large Elemental
  • AC: 17 (natural armor)
  • HP: 102 (12d10+36)
  • Speed: 20 ft., burrow 20 ft.

STR 18 (+4) | DEX 10 (+0) | CON 16 (+3) | INT 5 (-3) | WIS 12 (+1) | CHA 6 (-2)

  • Damage Resistances: bludgeoning, piercing, slashing from nonmagical attacks
  • Damage Vulnerabilities: thunder
  • Senses: tremorsense 60 ft., darkvision 60 ft., passive Perception 11
  • Languages: Primordial, Terran
  • Challenge: 5 (1,800 XP)

Abilities:

  • False Appearance: While motionless, the Rocklurker is indistinguishable from an ordinary boulder or large rock.
  • Camouflage Mastery: The Rocklurker has advantage on Dexterity (Stealth) checks made to hide in rocky or mountainous terrain.
  • Rock Merge: The Rocklurker can meld with natural stone as if under the meld into stone spell, allowing it to blend into mountain environments and ambush unsuspecting travelers.
  • Lurking Strike: The first time the Rocklurker moves after staying still for at least 1 hour, it can surprise any creatures that haven’t detected it, making an attack with advantage.

Actions:

  • Multiattack: The Rocklurker makes two slam attacks.
  • Slam: Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 2d8+4 bludgeoning damage.
  • Rockslide Burst (Recharge 5-6): The Rocklurker triggers a small rockslide in a 15-foot radius around it, causing all creatures in the area to make a DC 15 Dexterity saving throw. On a failed save, they take 4d8 bludgeoning damage and are knocked prone. On a successful save, they take half damage and are not knocked prone.