Illustration Xan Drake

Moss Lurker

Tome of Beasts
Challenge 1
(200 XP)
Robinloft Estimated CR 2
Small humanoid, chaotic neutral (allegedly)
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 poisoned
Senses blindsight 60 ft., passive Perception 12
Languages Giant, Sylvan, Trollkin
Environments
Camouflage.

A moss lurker has advantage on Dexterity (Stealth) checks to hide in forested or swampy terrain.

Keen Hearing and Smell.

The moss lurker has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Love of Heavy Weapons.

While moss lurkers can use heavy weapons, they have disadvantage while wielding them.

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.
Dropped Boulder. Ranged Weapon Attack: +4 to hit, range 15/30 ft., one target. Hit: 10 (3d6) bludgeoning 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 15/30 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.

Moss Lurker

Not yet described

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