Lurker in the Dark | Free Monster for D&D 5e and Pathfinder 2e
Designed by Zac Chaney; Pathfinder 2e conversion by Bill Fischer
A flick of the shadow or a trick of the light—something is moving there, living within the shadows. It appears for the briefest of moments—it could even be an optical illusion—before it disappears once more into the darkness.
Life in Shadows. A lurker in the dark is a rare and remarkable specimen that lives and breathes shadows. It has a long and perfect memory, holding long grudges and never forgetting its target. At its heart, it is a vicious predator dedicated to remaining ever elusive and out of sight.
Lurker in the Dark - D&D 5e
Medium aberration, any evil alignment
Armor Class 14
Hit Points 91 (14d8 + 28)
Speed 30 ft.
STR |
DEX |
CON |
INT |
WIS |
CHA |
6 (-2) |
18 (+4) |
14 (+2) |
12 (+1) |
15 (+2) |
17 (+3) |
Saving Throws Dex +7, Cha +6
Skills Acrobatics +7, Deception +9
Damage Vulnerabilities radiant
Damage Immunities cold, necrotic; bludgeoning, piercing, and slashing damage
Condition Immunities grappled, restrained, stunned
Senses darkvision 120 ft., life sense 30 ft., passive Perception 12
Languages Deep Speech
Challenge 7 (2,900 XP) Proficiency Bonus +3
Life Sense. The lurker knows the positions of all living creatures within range.
Lurker in the Dark. While any part of the lurker’s body is in a shadow (not including shadows created by the lurker itself), it is invisible.
Incorporeal Movement. The lurker can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Absolute Recall. The lurker remembers everything that has ever happened to it. Additionally, it always knows which way is north, what time it is, and the direction of its target if it is hunting one.
Actions
Multiattack. The lurker in the dark makes two attacks with its Shadow Blade.
Shadow Blade. Melee Spell Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) force damage. If the target was unable to see the attack, the lurker rolls its damage twice and uses the higher result.
Shadow Paralysis. The lurker chooses one creature it can see within 30 feet that is standing in a shadow. That creature must make a DC 13 Constitution saving throw or be paralyzed for 1d4 rounds. While the creature is paralyzed, the lurker cannot benefit from its Lurker in the Dark trait or use any actions, and its movement speed is reduced to 0. The lurker may release the paralysis early by using a bonus action.
Bonus Actions
Shadow Step. The lurker magically teleports between a shadow it’s standing in and a shadow it can see within 50 feet of it.
Lurker in the Dark, Creature 9 - Pathfinder 2e
Uncommon, Medium, Aberration, Incorpreal, Shadow
Perception +18; darkvision, lifesense 30 feet
Languages Aklo
Skills Acrobatics +19, Deception +18
Str –5, Dex +6, Con +4, Int +3, Wis +4, Cha +5
Absolute Recall A lurker in the dark remembers everything that has ever happened to it. Additionally, it always knows which way is north, what time it is, and the direction (but not the distance) of its target if it is hunting one.
—
AC 27; Fort +18, Ref +21, Will +16; Resistances cold 10, physical 10, void 10
HP 155
—
Speed 25 feet
Melee [one-action] shadow blade +21 (agile, finesse, magical, shadow), Damage 2d8+11 force
Lurk in Darkness [one-action] (move, occult, shadow) The lurker in the dark Strides. If it ends this movement in an area of dim light or darkness, it becomes invisible until it enters an area of bright light or uses a hostile action.
Shadow Paralysis [two-actions] (incapacitation, occult, shadow) One creature in an area of dim light or darkness within 30 feet must attempt a DC 28 Fortitude save.
Critical Success The target is unaffected.
Success The target is stunned 1.
Failure The target is paralyzed for 1 round.
Critical Failure The target is paralyzed for 4 rounds. At the end of each of its turns, the target can attempt a new Fortitude save to reduce the remaining duration by 1 round, or end it entirely on a critical success.
Shadow Step [one-action] (conjuration, occult, shadow, teleportation) Requirements The lurker in the dark is in an area of dim light or darkness; Effect The lurker instantly teleports to another location that’s in dim light or darkness within 60 feet.
Sneak Attack The lurker in the dark deals 2d6 extra precision damage to off-guard creatures.
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