Moss Lurker

Small Humanoid, chaotic neutral (CR 1)

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)

CHR

10 (+0)


Skills perception 2, stealth 4

Senses blindsight 60 ft., passive Perception 12

Languages Giant, Sylvan, Trollkin

Challenge Rating 1

Actions

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.


sizeSmall

typeHumanoid

group

alignmentchaotic neutral

strength_save4

dexterity_save4

constitution_save

intelligence_save

wisdom_save

charisma_save

perception2

damage_vulnerabilities

damage_resistances

damage_immunitiesfire, poison

condition_immunitiesblind, poisoned

cr1

reactions

legendary_desc

legendary_actions

special_abilitiesname: Camouflage,desc: A moss lurker has advantage on Dexterity (Stealth) checks to hide in forested or swampy terrain.,name: Love of Heavy Weapons,desc: While moss lurkers can use heavy weapons, they have disadvantage while wielding them.,name: Keen Hearing and Smell,desc: The moss lurker has advantage on Wisdom (Perception) checks that rely on hearing or smell.,name: Poisoned Gifts,desc: 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.

spell_list

page_no298

document__license_urlhttp://open5e.com/legal

document__slugtob

document__titleTome of Beasts

document__urlhttps://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/

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Tome of Beasts, page no. 298
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