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.