Elder Scrolls, Homebrew
Magic Resistance
The Lurker has Advantage on Saving Throws against spells and other magical effects.
Sticky
The Lurker can move on any surface to which it can attach with its slime.
Tentacle leap
The Lurker can extend its tentacle to leap to a point to which it can attach. As an Action on its turn, it can travel for 10x 1d10 feet.
Multiattack
The Lurker makes two attacks: One of Tentacle or Stomp and one of Swallow, Vomit or Tentacle Pit.
Tentacle Sap
Melee Weapon Attack: +7 to hit, reach 20 ft., one target. Hit: 3d10+4 bludgeoning damage and the target must 1d6 to determine if STR, DEX, CON, INT, WIS or CHA is diminished and another 1d6 to determine by how much. Removal requires a Long Rest and a successful Wisdom Saving Throw (DC 18).
Tentacle Pull
Melee Weapon Attack: +7 to hit, reach 100 ft., one target. Hit: 2d10+4 bludgeoning damage and the target is pulled up to 10x 1d10 feet towards the Lurker and is Grappled by it.
Stomp
All creatures within 5 ft. of the Lurker must succeed a DC 16 Strength or Dexterity Saving Throw (choice of target) or take 2d6 bludgeoning damage and be thrown 15 ft. away.
Swallow
Tentacles extend from the Lurker's mouth to a target within 5 ft . of it. The target must succeed a DC 16 Dexterity Saving Throw or be swallowed by the Lurker., which is made with Disadvantage if the target is grappled by the Lurker's tentacle. A Lurker can swallow one creature at a time. A swallowed creature is Blinded and Restrained, it has total cover against attacks and other effects outside the Lurker, and it takes 4d6 acid damage at the start of each of the Lurker's turns. If the Lurker takes >= 20 damage on a single turn from a creature inside it, the Lurker must succeed a DC 20 Constitution Saving Throw at the end of that turn or regurgigate the swallowed creature, which falls prone in a space within 10 ft. of the Lurker. If the Lurker dies, a swallowed creature is no longer Restrained and can use 10 ft. of movement to get out of the corpse, exiting prone.
Vomit (recharge 5-6)
The Lurker vomits acid in a 15 ft. cone. Each creature must succeed a DC 16 Constitution Saving Throw or take 4d6 acid damage, or half as much on a successful save.
Tentacle Pit
The Lurker raises his arms causing tentacles to appear for 1d4 turns at two 5 ft. areas. within 30 ft. of the Lurker., which immediately dissappear if the Lurker dies. At the start of a creature's turn that is in the pit or when they move through it, the creature takes 2d4 bludgeoning damage and must succeed a DC 14 Dexterity Saving Throw or be Restrained, the escape can be repeated at the end of the target's turns.