Moss Lurker
Small Humanoid, Chaotic Neutral
Armor Class 15 (natural armor)
Hit Points 45 (10d6 + 10)
Speed walk +30
Challenge 1
Saving Throws dex +4, str +4
Skills Stealth +4, Perception +2
Damage Vulnerabilities False
Damage Resistances False
Damage Immunities poison
Condition Immunities poisoned
Senses blindsight 60 ft., passive Perception 12
Languages Giant, Sylvan, Trollkin
Special Abilities
Forest Camouflage. A moss lurker has advantage on Dexterity (Stealth) checks made to hide in forested terrain.
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 spend 1 minute stirring one of its red claws in a drink or cooked meal, contaminating the food or drink. A creature that eats or drinks the contaminated food or drink must succeed on a DC 12 Constitution saving throw or be poisoned for 1 hour. A creature that fails this saving throw by 5 or more is also unconscious while poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.
Actions
Poisoned Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage plus 7 (2d6) poison damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned until the end of its next turn.
Throw Stone. Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 7 (2d4 + 2) bludgeoning damage. If the target is at least 10 feet below the moss lurker, such as at the base of a cliff where the moss lurker stands, the target must succeed on a DC 12 Strength saving throw or take 1d4 bludgeoning damage for every 10 feet the rock fell before hitting the target, to a maximum of 10d4.
Source: Tome of Beasts 2023 · OGL/Open