
Original generation · R21 Media Group
Tailings Lurker
Large beast, unaligned
The Saltspire Salt Mine spoils its rock outside the galleries, and the heaps stand in long grey ridges a man could mistake for landscape. The lurkers mistake nothing. They lie under the tailings breathing through the loose stone and they hunt by footfall alone, which is why mine company survey walks are paced on planking and why the plank roads have no gaps in them. Every gap is a story.
Armor Class 13 (natural armor)
Hit Points 105 (14d10 + 28)
Speed 20 ft., burrow 40 ft.
- STR
- 16 (+3)
- DEX
- 14 (+2)
- CON
- 14 (+2)
- INT
- 2 (-4)
- WIS
- 13 (+1)
- CHA
- 4 (-3)
Skills Stealth +4
Senses tremorsense 60 ft. (blind beyond this radius), passive Perception 11
Languages —
Challenge 3
Traits
Spoil Shroud. While burrowed in loose tailings, gravel, or sand, the lurker is hidden even from creatures with darkvision and blindsight; the only warning is a line of settling stones.
Vibration Sense. The lurker automatically detects any creature moving across loose ground within its tremorsense. A creature standing still, or moving on solid stone or planking, cannot be sensed by it at all.
Pack Ambush. The first lurker to hit a surprised creature gives every other lurker advantage on attack rolls against that creature until the end of its next turn.
Actions
Multiattack. The lurker makes two claw attacks.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage, and the target is grappled (escape DC 13) if it is Medium or smaller. The lurker has two claws, each of which can grapple only one creature.