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.

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