Moss Lurker
Moss Lurker
Small humanoid, chaotic neutral
- Armor Class 15 (natural armor)
- Hit Points 45 (10d6+10)
- Speed 30 ft.
- STR
14 (+2) - DEX
14 (+2) - CON
12 (+1) - INT
12 (+1) - WIS
10 (+0) - CHA
10 (+0)
- Saving Throws Str +4, Dex +4
- Skills Perception +2, Stealth +4
- Damage Immunities fire, poison
- Condition Immunities blind, poisoned
- Senses blindsight 60 ft., passive Perception 12
- Languages Giant, Sylvan, Trollkin
- Challenge 1 (200 XP)
- Camouflage. A moss lurker has advantage on Dexterity (Stealth) checks to hide in forested or swampy terrain.
- Love of Heavy Weapons. While moss lurkers can use heavy weapons, they have disadvantage while wielding them.
- Keen Hearing and Smell. The moss lurker has advantage on Wisdom (Perception) checks that rely on hearing or smell.
- Poisoned Gifts. A moss lurker can contaminate liquids or food with poison. Someone who consumes the contaminated substance must make a successful DC 11 Constitution saving throw or become poisoned for 1 hour. When the poison is introduced, the moss lurker can choose a poison that also causes the victim to fall unconscious, or to become paralyzed while poisoned in this way. An unconscious creature wakes if it takes damage, or if a creature uses an action to shake it awake.
Actions
- Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
- Great Sword or Maul. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing or bludgeoning damage.
- Mushroom-Poisoned Javelin. Ranged Weapon Attack: +4 to hit, range 30 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 6 (1d12) poison damage and the target is poisoned until the start of the moss lurker's next turn. A successful DC 11 Constitution save halves the poison damage and prevents poisoning.
- Dropped Boulder. Ranged Weapon Attack: +4 to hit, range 100 ft. (vertically), one target. Hit: 10 (3d6) bludgeoning damage.