FATAL LURK
Most lurks are small predators that impersonate other creatures. Normally not deadly under normal circumstances, it is known through the sparse records recovered that these creatures were experimented on in Darkmoor during the rise of the Zuhn Empire. If they were ever used is unknown, but at some point specimens escaped and evolved into the common forms known today.
Lurkers are wide and very flat creatures that cover ceilings in caverns. The top of their bodies resemble rough stone, making them hard to spot, while the bottom is covered in tiny legs that anchor it and can be used to grab victims. When prey passes under it, the lurker drops onto it and attempts to constrict its victim. Lurkers gain a +2 bonus on surprise checks if not found before attacking. The lurker’s initial attack gains a +2 bonus on the ‘to hit’ roll. When a lurker hits, it attempts to wrap its victim (+4 bonus to the wrestling check). Once successful it will wrap itself around the victim and crush for 2d8 points of damage.
Mimics are an advanced form of fatal lurks that can change into a couple of different objects, Most common are chests, wardrobes or other closable objects. They are hard to detect and gain surprise (+2) if unnoticed. When a victim opens the mimic it strikes, snapping shut on any appendages stuck within (Dodge saving throw to avoid if not surprised). Mimics can extend a sticky pseudopod to strike victims as well. Victims struck must succeed at a strength check on 4d6 or be drawn to the mouth and bitten every round until freed. Rumors about of mimics that emulate larger objects and one large as a small house exists, but none have been confirmed.
Piercers are fatal lurkers that populate large caverns and other open underground places. When prey passes under a piercer they drop from their position and attempt to lance their target. Victims failing a Dodge saving throw are run through and knocked down. If a piercer is successful it secretes an enzyme that breaks down flesh, inflicting 1d6 points of damage per round. On the ground, piercers will climb the nearest wall to get high so it can drop again. Until then they fight with a pseudopod that inflicts 1d4 points of damage.
Trappers are much like lurkers but they lie on the rough floors of caverns and ‘wrap up’ their victims.
Lurker / Trapper (L) - AC 2[18]; HD 8; Att slam (2d4+wrestle); Save 8; Morale 8; MR Nil; Special surprise (+2), crush (2d8), wrestle (+4); Move 30 ft (10 ft) swim; TC A; CL/XP 10 / 1,400
Mimic (M) - AC 4[16]; HD 4; Att bite (1d8) + pseudopod (1d8+wrestle); Save 13; Morale nil; MR Nil; Special surprise (+2); Move 60 ft (20 ft); TC A, K; CL/XP 4 / 120
Piercer, 1HD (S) - AC 0[20]; HD 1+1; Att pseudopod (1d4); Save 17; Morale 6; MR Nil; Special enzyme (1d6), lance victim, surprise (+2); Move 30 ft (10 ft); TC A; CL/XP 1 / 15
Piercer, 2HD (S) - AC 0[20]; HD 2+2; Att pseudopod (1d4); Save 16; Morale 6; MR Nil; Special enzyme (1d6), lance victim, surprise (+2); Move 30 ft (10 ft); TC A; CL/XP 2 / 30
Piercer (M) - AC 0[20]; HD 4+4; Att pseudopod (1d4); Save 13; Morale 7; MR Nil; Special enzyme (1d6), lance victim, surprise (+2); Move 30 ft (10 ft); TC A; CL/XP 4 / 120
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