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Medium humanoid (lurker), chaotic evil

Armor Class 15 (natural armor)
Hit points 93 (11d8 + 44)
Speed 30 ft., fly 60 ft.

19 (+4) 14 (+2) 18 (+4) 8 (-1) 14 (+2) 7 (-2)

Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities poisoned
Skills Insight +6, Intimidation +5, Perception +5, Stealth +5, Vehicle (Land) +5
Senses darkvision 60 ft., passive Perception 15
Languages Understands Common but can’t speak
Challenge 7 (2,900 XP)

Special Traits

  • Ambusher. In the first round of a combat, the lurker has advantage on attack rolls against any creature it surprised. Dive Attack. If the lurker is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 9 (2d8) damage to the target. False Appearance. While the lurker remains motionless, it is indistinguishable from an ordinary, inanimate scarecrow. Flyby. The lurker doesn’t provoke an opportunity attack when it flies out of an enemy’s reach.
  • Keen Smell. The lurker has advantage on Wisdom (Perception) checks that rely on smell. Regeneration. If there is a corpse within 5 feet of it, the lurker regains 10 hit points at the start of its turn by affixing a body part to its stump. If the lurker takes acid or fire damage, this trait doesn’t function at the start of the lurker’s next turn. The lurker dies only if it starts its turn with 0 hit points and doesn’t regenerate. Innate Spellcasting (Psionics). The lurker’s innate spellcasting ability is Wisdom. It can innately cast the following spells, requiring no components:


  • Multiattack. The lurker makes two greataxe attacks.
  • Greataxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) slashing damage.


A bizarre humanoid being with membrane-thin wings and a patchwork body stands before you. Its eyes glitter with malevolence and its bald head is ringed with horns.

The bizarre race of lurkers was once worshipped as gods in ancient times. They have since been forgotten by mankind, primarily because of their need to hibernate. The hibernation cycles have shortened in the last century from a millennium to a mere year or so. As a result, lurkers have begun popping up all over, waking up ravenous and eating their fill before their next hibernation.

Lurkers prey on unwary travelers and the foolish that happen to stumble upon their lairs. They detect prey by scent and focus on acquiring a particular body part of their victims. Of course, if the lurker is wounded, it will become less choosy about what body parts it needs.

Section 15: Copyright Notice

5E RPG: Gothic Adventures. Copyright 2021, Mal and Tal Enterprises, LLC; Author Michael Tresca.

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