34 lines
2.0 KiB
Markdown
34 lines
2.0 KiB
Markdown
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# Moss Lurker
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*Small* *Humanoid* *Chaotic Neutral*
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- **Armor Class:** 15 (natural armor)
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- **Hit Points:** 45 (10d6 + 10)
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- **Speed:** walk 30 ft.
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- **Challenge Rating:** 1 (200 XP)
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- **Source:** Tome of Beasts 2023, page 278
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| STR | DEX | CON | INT | WIS | CHA |
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| --- | --- | --- | --- | --- | --- |
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| 14 (+2) | 14 (+2) | 12 (+1) | 12 (+1) | 10 (+0) | 10 (+0) |
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- **Saving Throws**: Str +4, Dex +4
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- **Skills:** Perception +2, Stealth +4
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- **Damage Vulnerabilities:** False
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- **Damage Immunities:** poison
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- **Damage Resistances:** False
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- **Condition Immunities:** poisoned
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- **Senses:** blindsight 60 ft., passive Perception 12
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- **Languages:** Giant, Sylvan, Trollkin
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### Special Abilities
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- **Forest Camouflage:** A moss lurker has advantage on Dexterity (Stealth) checks made to hide in forested terrain.
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- **Keen Hearing and Smell:** The moss lurker has advantage on Wisdom (Perception) checks that rely on hearing or smell.
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- **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.
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### Actions
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- **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.
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- **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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