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Homebrew

The Dark Lurker CR: 2

Medium monstrosities , neutral evil
Armor Class: 13 (natural armor)
Hit Points: 32 (5d10+6) 5d10+6
Speed: 30 (15 ft. in bright areas) ft , climb: 20 (10 ft. in bright areas) ft

STR

11 +0

DEX

18 +4

CON

12 +1

INT

12 +1

WIS

13 +1

CHA

5 -3

Saving Throws: Wis +3
Skills: Perception +3, stealth +6
Condition Immunities: Charmed
Senses: Passive perception 11, Darkvision 120 ft.
Languages: -
Challenge Rating: 2 ( 450 XP)
Proficiency Bonus: 2

Swarm Tactics. The Dark Lurker has +2 to attack rolls against a creature if at least one of its allies is within 5 feet of the creature and the ally isn’t incapacitated.   Light Aversion. When a Dark Lurker starts its turn inside a bright light area, it has to succeed in a DC 15 constitution saving throw or must use its full movement to move away from a bright light area towars a dim light area. This movement may provoke opportunity attacks. Moreover, when inside an area with bright light, it has disadvantage on attack rolls and saving throws.   Shadow Camouflage. The Dark Lurkers has advantage on stealth checks in dark areas. Their vanta black fur help obscure their presence in the dark.

Actions

Mesmer Gaze. As an action, the Dark Lurker can force a creature it can see within 10 ft. of it to make a DC 11 wisdom saving throw. On a failed save, the creature is charmed for 1 minute. A creature charmed this way cannot take any action, bonus action or reaction. While the creature is still in charmed condition, the Dark Lurker that charmed them can compel the creature move in any direction up to the creature's speed (no action needed). As an action on the subsequent turns, the Dark Lurker can compel the charmed creature to make a single melee attack to another creature within range that's not an ally to the Dark Lurker. If a Dark Lurker uses its action to charm another creature, this automatically ends the charmed condition on the first creature. A creature immune to being charmed are immune this gaze. The creature can repeat the saving throw at the end of their turn.   Venomous limbs. Melee weapon attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. On a hit, the target then has to make a DC 11 constitution saving throw of be poisoned until the end of their next turn.

Deep inside a dark forest, a gnome explorer's nape hair are standing. He quickens his pace while keeping a look out behind him, but everytime he turns his around there's nothing there even though he has the strong feeling that he is being watched. An elven treasure hunter, braved an abandoned castle said to house a long lost magical artifact when suddenly she is surrounded by glowing red eyes in the dark ready to tear her to pieces. A dwarve researcher was studying a rare fungus with his collegues deep in the darkest part of the underdark when suddenly he found himself half naked inside an unknown cave all alone drenched in blood. The last thing he remembered was a pair of red eyes starring at him in the dark.   Failed Experiments. The Dark Lurkers are bug like creatures that mostly populate the Forsaken Woods forest in the south. They were created by a mad necromancer who did a forbidden experiment of combining arcane and primal magic on the fauna inside the forest to create an army of magical creatures to challenge the Emperor. The experiment however went wrong and it resulted in the extinction of the unique faunas inside the forest and slowly replaced by these monstrosities. Rumor has it that the Necromancer is still alive somewhere doing another experiment, while others say he became the very monster he sought to create.   Hunt in the Shadows. The Dark Lurkers don't typically engage their prey in the open, but stalks their prey from the shadows waiting for the perfect moment to strike. their prey won't usually know what hit them until it's too late for The Dark Lurkers have superior darkvision that allows them to stalk its prey from far away in the dark. It's vanta black fur also allows them to hide very well in the dark blending their bodies with the shadows. It's unsuspecting victims will have a hard time to try to look out for these creatures even with darkvision. The Dark Lurkers usually hunt in packs.   Light Aversion. Because the Dark Lurkers a creatures of the shadows, they tend to avoid bright light and open spaces. Bright light hurts them and when exposed to sunlight they will scatter to try to find a dark area. The Dark Lurkers need at least inside a dim light area to be able to function properly.   Patient Hunters. The Dark Lurkers like to play with their food. They don't usually attack their prey on the spot but will try to lure them into their lair. The way they do it is by using their hypnotizing their victims with their glowing red eyes. Once caught in the line of sight, their victims will be charmed and be easier to control. They will then lure them slowly into their lair. If there are more than one victims, the Dark Lurkers will hypnotize them all, lure them into the lair and command one victim to kill other victims while they watch in the dark. After that they will feast upon their corpses.

Suggested Environments

The Dark Lurkers can be found in damp dark places such as The Forsaken Woods forest, underground systems, dark caves, abandoned buildings, the underdark, etc.


Created by

Godspeed_prime.

Statblock Type

Monster

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