Moss Lurker

Small humanoid, chaotic neutral

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)

CHA

10 (+0)

Damage Immunities

fire, poison

Condition Immunities

blind, poisoned

Senses

blindsight 60 ft., passive Perception 12

Saving Throws

Str +4, Dex +4

Skills

Perception +2, Stealth +4

Languages

Giant, Sylvan, Trollkin

Challenge

1 (200 XP)

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 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.

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.

small
humanoid
cr1
tome-of-beasts