Lurker
Dangerous creatures resembling manta rays that wait in high places to drop on prey
OSRIC
| Armor Class | 6 |
|---|---|
| Hit Dice | 10 |
| Number Encountered | 1 |
| Attacks | 1 |
| Damage | 1d6 |
| Move | 10-ft; 90-ft flying (AA:I) |
| Alignment | Neutral |
| Intelligence | Non- |
| XP | 7/1,500+4/hp |
| Treasure Type | 1d10×1,000 cp (25%), 1d8×1,000 sp (25%), 1d6×1,000 gp (25%), 1d6 gems (25%), 1d3 jewellery (25%) and any two magic items (10%) |
| Size | Large |
| Frequency | Rare |
| Lair | 95% |
Lurkers are dangerous creatures that wait in high places for prey to pass beneath them; in shape they are said to resemble manta rays, but have such colouration and form that they can become almost indistinguishable from the stone of the caverns in which they dwell.
Special Abilities
Camouflage: It is very difficult to spot Lurkers ahead of time. Perhaps as few as one in ten are observed, even after considerable effort is made to discover them.
Ambush: As long as they remain undiscovered, they have a +4 bonus to their chance of surprise, attacking by dropping onto a creature.
Engulf: Lurkers that successfully engulf their victim automatically cause 1d6 points of damage from constriction every round and will cause suffocation within 2-5 minutes. Those engulfed may only use short weapons against their attacker and are not in a position to draw additional arms.
Tenacity: Lurkers continue to attack until slain and are very difficult to escape.