Mire Lurker

Large beast, unaligned

The mire lurker inhabits the stagnant marshes and flooded ruins that dot the lowlands of Aethara. It is a broad, flat amphibian with mottled grey-green skin and a body designed for one purpose: ambush. Submerged in murky water with only its nostrils and bulging, independently-rotating eyes above the surface, a mire lurker is nearly invisible. When prey wades close enough, its tongue --- a muscular, barbed appendage nearly fifteen feet long --- lashes out with terrifying speed. Victims are dragged underwater and held in the lurker's crushing jaws until they drown. Travellers in the marshes learn to test the water with a long pole before wading.

Armor Class:13 (natural armor)
Hit Points:45 (6d10 + 12)
Speed:20 ft, swim 40 ft
Challenge:CR 2
STR
16 (+3)
DEX
10 (+0)
CON
15 (+2)
INT
2 (-4)
WIS
13 (+1)
CHA
4 (-3)
Skills:Stealth +4, Perception +3
Senses:Darkvision 30 ft, passive Perception 13

Traits

Amphibious. The mire lurker can breathe air and water.
Swamp Camouflage. The lurker has advantage on Stealth checks made while submerged in water or mud. A creature must succeed on a DC 14 Perception check to notice a submerged mire lurker before it attacks.
Hold Breath. The mire lurker can hold its breath for 30 minutes (relevant only if the water becomes toxic or magically unbreathable).

Actions

Tongue Lash. Melee: +5 to hit, reach 15 ft. Hit: 7 (1d8 + 3) bludgeoning damage, and the target must succeed on a DC 13 STR save or be pulled up to 10 feet toward the lurker and grappled (escape DC 13).
Bite. Melee: +5 to hit, reach 5 ft. Hit: 12 (2d8 + 3) piercing damage. If the target is grappled by the lurker, this attack has advantage.
Drown. If the mire lurker has a creature grappled and is in water at least 3 feet deep, it can use its action to submerge with the grappled creature. The creature begins suffocating (see Chapter 10) unless it can breathe water.