Somewhat like the cruel crossbreed of troll and gnome, the moss lurkers are a primitive race of forest and cavern dwellers with long, greenish beards and hair. Their hides are mossy green or peaty amber, and a vaguely fungal scent surrounds them at all times.
Like their trollish relatives, moss lurkers have large and often grotesque noses. Their claws are bright red when unsheathed, and their teeth tend toward the long and snaggly. They wear simple clothes of homespun wool or leather, or go naked in the summer. Their hats are sometimes festooned with toadstools or ferns as primitive camouflage.
Rocks and Large Weapons. Moss lurkers have a fondness for throwing stones onto enemies from a great height, and they often employ enormous axes, warhammers, and two-handed swords that seem much larger than such a small creature should be able to lift.
Small humanoid, chaotic neutral
Armor Class 15 (natural armor)
Hit Points 45 (10d6 + 10)
Speed 30 ft.
|14 (+2)||14 (+2)||12 (+1)||12 (+1)||10 (+0)||10 (+0)|
Saving Throws Str +4, Dex +4
Skills Perception +2, Stealth +4
Damage Immunities fire, poison
Condition Immunities blind, poisoned
Senses blindsight 60 ft., passive Perception 12
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.
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.