Moss Lurker

Small humanoid, Chaotic Neutral

Armor Class

15 (natural armor)

Hit Points

45 (10d6+10)

Speed

walk 30 ft.

Saves

Str +4, Dex +4

Skills

Perception +2, Stealth +4

Damage Immunities

fire, poison

Condition Immunities

blind, poisoned

Senses

blindsight 60 ft.

Languages

Giant, Sylvan, Trollkin

Challenge

1

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.

Actions

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.