15 (natural armor)
82 (11d8+33)
walk 30 ft.
Dex +6, Wis +3
Perception +3, Stealth +6
necrotic; bludgeoning, piercing, slashing from nonmagical attacks
darkvision 60 ft.
the languages it knew in life
5
Escher regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If Escher takes radiant damage or damage from holy water, this trait doesn't function at the start of Escher's next turn.
Escher can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Escher has the following flaws: Forbiddance: Escher can't enter a residence without an invitation from one of the occupants. Harmed by Running Water: Escher takes 20 acid damage when it ends its turn in running water. Stake to the Heart: Escher is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place. Sunlight Hypersensitivity: Escher takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
Escher makes two attacks, only one of which can be a bite attack.
Melee Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by Escher, incapacitated, or restrained. 6 (1d6 + 3) piercing damage plus 7 (2d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and Escher regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage. Instead of dealing damage, Escher can grapple the target (escape DC 13).