Verdant Ambusher
Traits
Canopy Camouflage. The Verdant Ambusher gains Advantage when taking the Hide action in forested terrain, and light cover (leaves, branches) is enough for it.
Pounce. If the Verdant Ambusher moves at least 20 feet and then hits a creature with a Claw attack, the target makes a DC 15 Strength save. Failure: The target becomes Prone, and the Verdant Ambusher can make one additional Bite attack as a Bonus Action.
Ambush Killer. The Verdant Ambusher's first attack made from the Hidden condition deals an extra 18 (4d8) damage.
Actions
Multiattack. Makes two Claw attacks.
Claw. Melee Attack Roll: +7, reach 10 ft. Hit: 13 (2d8 + 4) Slashing damage.
Bite. Melee Attack Roll: +7, reach 5 ft. Hit: 17 (2d12 + 4) Piercing damage. If the target is Prone, this attack is made with Advantage.
Bonus Actions
Melt into Green. The Verdant Ambusher spends half its movement to move without provoking Opportunity Attacks and (if in forested terrain) takes the Hide action.
How to Use
Deadly on the first turn. Let's calculate:
Hidden → Pounce (leaps 20 feet) → Claw (13 + 18 ambush = 31) → Claw (13) → target Prone → Bonus Action Bite with Advantage (17)
Total: 61 damage, in a single turn.
A Lv7 Rogue has about 45 HP. It drops in a single turn.
This is deliberately terrifying. The Verdant Ambusher teaches the party "be careful in the forest" the hard way.
But it's fair: The ambush damage applies only to the first attack from Hidden. On the second turn the Verdant Ambusher is an ordinary creature (26 damage/turn). And if it flees and hides again with Melt into Green — the party has to find it.
How the party wins: Passive Perception. The Verdant Ambusher's Stealth is +10, so it rolls 20.5 on average. In a Lv7 party, a Ranger with high Perception (Passive 17-19) can spot it — but only if it doesn't get Advantage. This is the "keep the Ranger up front" lesson.
Or: head into open ground. Canopy Camouflage doesn't work outside the forest.