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
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.