Medium Aberration, Lawful Evil
Armor Class 15 Natural Armor
Hit Points 75 (10d8 + 30)
Speed 15 ft., burrow 5 ft.
STR
16 (+3)
DEX
14 (+2)
CON
16 (+3)
INT
7 (-2)
WIS
8 (-1)
CHA
4 (-3)
Skills Stealth +8
Damage Vulnerabilities Psychic
Condition Immunities Exhaustion, Frightened, Prone
Senses Tremorsense 60ft, Passive Perception 9
Languages --
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Responsive Creep. The Lurker gains 20 to its move speed while on creep.

Creep Nourishment. The Lurker regains 7 (1d8 + 3) hit points every 1 minute if it is standing on creep and has at least 1 hit point.

Subterranean.  The Lurker may only attack if it is burrowed. While burrowed, it gains +2 to it's AC, and a perception check vs the Lurker's stealth check must be made to attack it normally. The stealth check is made when the lurker burrows. Any creature that saw the Lurker burrow has advantage on the perception check.

 

Actions

Spinal Charge. The Lurker releases spines in a 30ft line that is 5ft wide All creatures in the line must make a DC 16 Dexterity saving throw. On a failed save, a creature take 2d10+3 piercing damage, or half as much damage on a successful save.

Description

The Lurker is an advanced Zerg lifeform. It evolves not from a drone, but from a hydralisk. In so doing, it loses its ranged capabilities and mobility, but gains a devastating new attack. It must be underground to unleash it though.
You may not realize a Lurker is around until you see the line of spike erupting from thew ground, coming towards you. 

Previous Versions

Name Date Modified Views Adds Version Actions
4/4/2020 12:38:14 AM
1
1
1
Coming Soon
Daemod

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