15 (natural armor)
45 (10d6+10)
walk 30 ft.
Str +4, Dex +4
Perception +2, Stealth +4
fire, poison
blind, poisoned
blindsight 60 ft.
Giant, Sylvan, Trollkin
1
A moss lurker has advantage on Dexterity (Stealth) checks to hide in forested or swampy terrain.
While moss lurkers can use heavy weapons, they have disadvantage while wielding them.
The moss lurker has advantage on Wisdom (Perception) checks that rely on hearing or smell.
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.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing or bludgeoning damage.
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.
Ranged Weapon Attack: +4 to hit, range 100 ft. (vertically), one target. Hit: 10 (3d6) bludgeoning damage.