Lurker in Light

Family: Lurker

Small fey, neutral evil

Armor Class 15 (natural armor)
Hit Points 103 (16d6 + 48)
Speed 30 ft., fly 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 18 (+4) 16 (+3) 14 (+2) 16 (+3) 17 (+3)

Skills Perception +6, Stealth +7
Condition Immunities Blinded
Senses passive Perception
Languages Common, Sylvan
Challenge 5 (1,800 XP)

SPECIAL TRAITS

  • Blend with Light. When the lurker is in an area of bright light, it can turn invisible as a bonus action. Any equipment the lurker wears or carries is invisible with it.
  • Innate Spellcasting. The lurker’s innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components:
  • Sneak Attack (1/Turn). The lurker deals an extra 10 (3d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the lurker that Isn’t incapacitated and the lurker doesn’t have disadvantage on the attack roll.

ACTIONS

  • Multiattack. The lurker makes two attacks with its claws.
  • Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 6 (1d4 + 4) slashing damage.
  • Daylight Door (1/Day). The lurker magically teleports itself from an area of bright light, along with any equipment it is wearing or carrying, to a location up to 120 feet away to an unoccupied space it can see that is also in bright light.
  • Poisoned Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage, and the target must succeed on a DC 15 Constitution saving throw or become poisoned for 1 minute.

ABOUT

Malicious and alien fey, lurkers in light venture to the Material Plane to perpetrate strangely targeted mischief, stealing and killing according to a logic or system of justice only they understand. Gnomes in particular seem to incur these unexplained attacks, leading some to believe that lurkers may be agents of ancient and vengeful forces. Creatures of the light, lurkers are visible only in dim illumination, with anything brighter than a flickering torch making them completely invisible, even as they savage their enemies—a prospect terrifying to those civilized races that equate light with safety.

A lurker in light turns conventional wisdom on its head, for they detest darkness and the creatures that dwell in it, yet they themselves are sadistic and evil. They particularly hate darkmantles, dwarves and creatures from the Plane of Shadow, and given the time, they enjoy torturing such creatures to death if they can capture them alive. If killed, a lurker in light disintegrates over the course of several minutes into 2d6 pounds of dust that radiates faint magic and glows for 1d6 days with a cold light equal to that provided by a candle. This dust damages shadows as if it were holy water, with a pound of dust equal to one flask of holy water.

A lurker in light is 3 feet tall, but weighs only 20 pounds.

This small humanoid lurks at the edge of illumination, its fine features bleeding away at the edges, making it appear blurred and out of focus. Moving into the light, it vanishes, but its invisible presence is tangible as a feeling of being watched.

Special: A lurker or a group of lurkers can perform a sacrificial ritual to magically conjure a gate to the Material Plane, one of the Elemental Planes, or the realm of the fey to either travel to that plane or to summon allies. The ritual takes 1 hour to complete and each lurker involved must use its action and movement for the duration and must maintain concentration while performing the ritual (as If concentrating on a spell). For travel between planes, at least five humanoid sacrifices are required. The gate remains open for 1 minute. For summoning creatures, a lurker can sacrifice any number of humanoids. The lurker can summon a creature of a Challenge rating equal to or lower than the number of humanoids sacrificed. The summoned creature appears in an unoccupied space within 60 feet of the summoners.

Section 15: Copyright Notice

Forest Kingdom Campaign Compendium 5e © 2017, Legendary Games; Lead Designer Jason Nelson. Authors: Clinton J. Boomer, Benjamin Bruck, Matt Goodall, Tim Hitchcock, N. Jolly, Julian Neale, Jason Nelson, Thomas J. Phillips, Alistair J. Rigg, David N. Ross, Neil Spicer, Todd Stewart, Russ Taylor, Michael D. Welham, Linda Zayas-Palmer.

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