Moss Lurker

Tome of Beasts (Third Party)

Tamaño
Pequeño
Tipo
humanoid
Alineamiento
caótico neutral
CA
15 (natural armor)
Puntos de golpe
45 (10d6+10)
Velocidad
walk 30 ft.
Salvaciones
Str +4, Dex +4
Habilidades
Perception +2, Stealth +4
Inmunidades
fire, poison
Inmunidad a estados
blind, poisoned
Sentidos
blindsight 60 ft.
Percepción pasiva
12
Idiomas
Giant, Sylvan, Trollkin
Desafío
1
Linaje
Lurker
FUE
14
+2
DES
14
+2
CON
12
+1
INT
12
+1
SAB
10
+0
CAR
10
+0

Rasgos

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.

Acciones

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.

Otros datos

description