Moss Lurker
Small Humanoid Chaotic Neutral
- Armor Class: 15 (natural armor)
- Hit Points: 45 (10d6 + 10)
- Speed: walk 30 ft.
- Challenge Rating: 1 (200 XP)
- Source: Tome of Beasts 2023, page 278
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 14 (+2) |
14 (+2) |
12 (+1) |
12 (+1) |
10 (+0) |
10 (+0) |
- Saving Throws: Str +4, Dex +4
- Skills: Perception +2, Stealth +4
- Damage Vulnerabilities: False
- Damage Immunities: poison
- Damage Resistances: False
- Condition Immunities: poisoned
- Senses: blindsight 60 ft., passive Perception 12
- Languages: Giant, Sylvan, Trollkin
Special Abilities
- Forest Camouflage: A moss lurker has advantage on Dexterity (Stealth) checks made to hide in forested terrain.
- 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 spend 1 minute stirring one of its red claws in a drink or cooked meal, contaminating the food or drink. A creature that eats or drinks the contaminated food or drink must succeed on a DC 12 Constitution saving throw or be poisoned for 1 hour. A creature that fails this saving throw by 5 or more is also unconscious while poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.
Actions
- Poisoned Claw: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage plus 7 (2d6) poison damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned until the end of its next turn.
- Throw Stone: Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 7 (2d4 + 2) bludgeoning damage. If the target is at least 10 feet below the moss lurker, such as at the base of a cliff where the moss lurker stands, the target must succeed on a DC 12 Strength saving throw or take 1d4 bludgeoning damage for every 10 feet the rock fell before hitting the target, to a maximum of 10d4.
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