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Moss Lurker (3PP)




Small humanoid, chaotic neutral

Armor Class 15 (natural armor)
Hit Points 45 (10d6 + 10)
Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 12 (+1) 12 (+1) 10 (+0) 10 (+0)

Saving Throws Str +4, Dex +4
Skills Perception +2, Stealth +4
Damage Immunities fire, poison
Condition Immunities blind, poisoned
Senses blindsight 60 ft., passive Perception 12
Languages Giant, Sylvan, Trollkin
Challenge 1 (200 XP)

Special Traits

  • 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 wells, potions, meals, or unattended beverages with poisons that induce sleep, nausea, or paralysis. Someone who drinks or eats the contaminated liquid or food must make a successful DC 11 Constitution saving throw to avoid its effect, which can be unconsciousness, poisoning, or paralysis lasting 1 hour. The effect is chosen by the moss lurker at the time the poison is introduced.

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.

Appearance

Somewhat like the cruel crossbreed of troll and gnome, the moss lurkers are a primitive race of forest and cavern dwellers with long, greenish beards and hair. Their hides are mossy green or peaty amber, and a vaguely fungal scent surrounds them at all times.

About

Like their trollish relatives, moss lurkers have large and often grotesque noses. Their claws are bright red when unsheathed, and their teeth tend toward the long and snaggly. They wear simple clothes of homespun wool or leather, or go naked in the summer. Their hats are sometimes festooned with toadstools or ferns as primitive camouflage.

Rocks and Large Weapons. Moss lurkers have a fondness for throwing stones onto enemies from a great height, and they often employ enormous axes, warhammers, and two-handed swords that seem much larger than such a small creature should be able to lift.

Section 15: Copyright Notice

Tome of Beasts. Copyright 2016, Open Design; Authors Chris Harris, Dan Dillon, Rodrigo Garcia Carmona, and Wolfgang Baur.