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<blockquote data-quote="Tales and Chronicles" data-source="post: 9159747" data-attributes="member: 6871653"><p>[ATTACH=full]306016[/ATTACH]</p><p>In the dim and eerie depths of a subterranean lake, adventurers may stumble upon the abhorrent and ancient terror known as the "Abyssal Lurker." This eldritch monster has lurked in the inky blackness of the underground waters for untold eons, evolving and adapting to its lightless environment with every passing millennium.</p><p></p><p><strong>Physical Description:</strong>The Abyssal Lurker is a grotesque amalgamation of aquatic and eldritch horrors. Its monstrous form is shrouded in an inky, bioluminescent mucus that emits a dim, otherworldly glow, revealing only glimpses of its grotesque features. Its body is serpentine, coiling and undulating in the water, and can grow to immense lengths, easily spanning the entire width of the subterranean lake. Its flesh is translucent, allowing one to witness the writhing mass of internal organs pulsating beneath its slimy skin. The creature's head is an unholy fusion of fish and cephalopod, with numerous eyes encircling a gaping maw filled with serrated, needle-like teeth.</p><p></p><p><strong>Behavior:</strong>The Abyssal Lurker is a cunning predator that has honed its hunting skills over countless centuries. It patiently lies in wait, concealed within the lake's murky depths, blending with the shadows and appearing as nothing more than a part of the subterranean landscape. Its bioluminescent mucus can be controlled to either lure or repel prey, often tricking smaller creatures into swimming closer before striking with incredible speed. It can extend its sinuous body to reach unsuspecting victims with its gaping maw, devouring them in a single, gruesome gulp.</p><p></p><p><strong>Ancient Origins:</strong>The Abyssal Lurker is rumored to be as old as the very earth beneath which it dwells. Some believe it to be a remnant of a time before light, when the subterranean world was a realm of primordial chaos. Others suggest it might be a cursed abomination born of eldritch magic gone awry. Its true origins are shrouded in mystery, adding to the sense of dread and foreboding that surrounds the creature.</p><p></p><p><strong>Encounter:</strong>Adventurers who venture into the subterranean lake may come face to face with the Abyssal Lurker when they least expect it. The first sign of its presence is often the subtle bioluminescent glow that emanates from the water, casting an eerie, greenish light on the surroundings. As they approach, the water seems to come alive with writhing, shadowy shapes. The Lurker then erupts from the depths, a nightmarish vision of ancient terror, ready to defend its dark and watery domain.</p><p></p><p>Surviving an encounter with the Abyssal Lurker is a harrowing challenge, requiring wit, bravery, and a fair bit of luck. Those who manage to escape the creature's grasp are left with stories of an eldritch nightmare that has stalked the subterranean waters for eons, a reminder that in the depths of the earth, ancient terrors lie in wait.</p><p></p><p><strong>Abyssal Lurker</strong></p><p><em>Huge Aberration, Chaotic Evil</em></p><p></p><p><strong>Armor Class</strong> 18 (natural armor)</p><p><strong>Hit Points</strong> 250 (20d12 + 120)</p><p><strong>Speed</strong> 40 ft., swim 60 ft.</p><p></p><p><strong>STR</strong> 22 (+6)</p><p><strong>DEX</strong> 14 (+2)</p><p><strong>CON</strong> 22 (+6)</p><p><strong>INT</strong> 10 (0)</p><p><strong>WIS</strong> 12 (+1)</p><p><strong>CHA</strong> 8 (-1)</p><p></p><p><strong>Skills</strong> Perception +5</p><p><strong>Senses</strong> darkvision 120 ft., passive Perception 15</p><p><strong>Languages</strong> understands Abyssal but can't speak</p><p></p><p><strong>Challenge</strong> 14 (11,500 XP)</p><p></p><p><strong>Special Traits</strong></p><p></p><ul> <li data-xf-list-type="ul"><strong>Bioluminescent Cloak.</strong> The Abyssal Lurker can activate or deactivate its bioluminescent mucus as a bonus action. While activated, it emits a 30-foot radius of dim light, and it has advantage on Dexterity (Stealth) checks made in darkness or murky water.</li> </ul><p><strong>Actions</strong></p><p></p><ul> <li data-xf-list-type="ul"><strong>Multiattack.</strong> The Abyssal Lurker can make two attacks with its tentacle slam.</li> <li data-xf-list-type="ul"><strong>Tentacle Slam.</strong> <em>Melee Weapon Attack:</em> +10 to hit, reach 15 ft., one target. <em>Hit:</em> 24 (3d10 + 6) bludgeoning damage, and the target must make a DC 18 Strength saving throw or be grappled. If grappled, the target is restrained, and the Abyssal Lurker can't use the same tentacle on another target.</li> <li data-xf-list-type="ul"><strong>Bite.</strong> <em>Melee Weapon Attack:</em> +10 to hit, reach 10 ft., one grappled target. <em>Hit:</em> 32 (4d12 + 6) piercing damage. If this attack reduces the target to 0 hit points, the Abyssal Lurker can use a bonus action to swallow the target. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the Abyssal Lurker, and it takes 21 (6d6) acid damage at the start of each of the Abyssal Lurker's turns. If the Abyssal Lurker takes 60 damage or more on a single turn from a creature inside it, the Abyssal Lurker must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate the swallowed creature, which falls prone in a space within 10 feet of the Abyssal Lurker. If the Abyssal Lurker dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 30 feet of movement, exiting prone.</li> <li data-xf-list-type="ul"><strong>Bioluminescent Burst (Recharge 5-6).</strong> The Abyssal Lurker releases a burst of blinding light, illuminating a 60-foot radius area around it. Each creature in that area must make a DC 18 Constitution saving throw or be blinded for 1 minute. A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.</li> </ul><p><strong>Reactions</strong></p><p></p><ul> <li data-xf-list-type="ul"><strong>Ink Cloud (Recharge 6).</strong> When the Abyssal Lurker takes damage, it can release a cloud of blinding ink. The area within 30 feet of the Abyssal Lurker becomes heavily obscured for 1 minute. A creature that enters the area or starts its turn there must make a DC 18 Constitution saving throw or be blinded until the end of its turn. A creature can repeat the saving throw at the start of each of its turns, ending the effect on a success. The ink cloud drifts away in still water after 1 minute.</li> </ul><p><strong>Legendary Actions </strong>The Abyssal Lurker can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. The Abyssal Lurker regains spent legendary actions at the start of its turn.</p><p></p><ul> <li data-xf-list-type="ul"><strong>Tentacle Attack.</strong> The Abyssal Lurker makes one tentacle slam attack.</li> <li data-xf-list-type="ul"><strong>Move.</strong> The Abyssal Lurker moves up to its swim speed without provoking opportunity attacks.</li> <li data-xf-list-type="ul"><strong>Bioluminescent Flash (Costs 2 Actions).</strong> The Abyssal Lurker activates its Bioluminescent Cloak if it is deactivated, or deactivates it if it is already active.</li> </ul></blockquote><p></p>
[QUOTE="Tales and Chronicles, post: 9159747, member: 6871653"] [ATTACH type="full"]306016[/ATTACH] In the dim and eerie depths of a subterranean lake, adventurers may stumble upon the abhorrent and ancient terror known as the "Abyssal Lurker." This eldritch monster has lurked in the inky blackness of the underground waters for untold eons, evolving and adapting to its lightless environment with every passing millennium. [B]Physical Description:[/B]The Abyssal Lurker is a grotesque amalgamation of aquatic and eldritch horrors. Its monstrous form is shrouded in an inky, bioluminescent mucus that emits a dim, otherworldly glow, revealing only glimpses of its grotesque features. Its body is serpentine, coiling and undulating in the water, and can grow to immense lengths, easily spanning the entire width of the subterranean lake. Its flesh is translucent, allowing one to witness the writhing mass of internal organs pulsating beneath its slimy skin. The creature's head is an unholy fusion of fish and cephalopod, with numerous eyes encircling a gaping maw filled with serrated, needle-like teeth. [B]Behavior:[/B]The Abyssal Lurker is a cunning predator that has honed its hunting skills over countless centuries. It patiently lies in wait, concealed within the lake's murky depths, blending with the shadows and appearing as nothing more than a part of the subterranean landscape. Its bioluminescent mucus can be controlled to either lure or repel prey, often tricking smaller creatures into swimming closer before striking with incredible speed. It can extend its sinuous body to reach unsuspecting victims with its gaping maw, devouring them in a single, gruesome gulp. [B]Ancient Origins:[/B]The Abyssal Lurker is rumored to be as old as the very earth beneath which it dwells. Some believe it to be a remnant of a time before light, when the subterranean world was a realm of primordial chaos. Others suggest it might be a cursed abomination born of eldritch magic gone awry. Its true origins are shrouded in mystery, adding to the sense of dread and foreboding that surrounds the creature. [B]Encounter:[/B]Adventurers who venture into the subterranean lake may come face to face with the Abyssal Lurker when they least expect it. The first sign of its presence is often the subtle bioluminescent glow that emanates from the water, casting an eerie, greenish light on the surroundings. As they approach, the water seems to come alive with writhing, shadowy shapes. The Lurker then erupts from the depths, a nightmarish vision of ancient terror, ready to defend its dark and watery domain. Surviving an encounter with the Abyssal Lurker is a harrowing challenge, requiring wit, bravery, and a fair bit of luck. Those who manage to escape the creature's grasp are left with stories of an eldritch nightmare that has stalked the subterranean waters for eons, a reminder that in the depths of the earth, ancient terrors lie in wait. [B]Abyssal Lurker[/B] [I]Huge Aberration, Chaotic Evil[/I] [B]Armor Class[/B] 18 (natural armor) [B]Hit Points[/B] 250 (20d12 + 120) [B]Speed[/B] 40 ft., swim 60 ft. [B]STR[/B] 22 (+6) [B]DEX[/B] 14 (+2) [B]CON[/B] 22 (+6) [B]INT[/B] 10 (0) [B]WIS[/B] 12 (+1) [B]CHA[/B] 8 (-1) [B]Skills[/B] Perception +5 [B]Senses[/B] darkvision 120 ft., passive Perception 15 [B]Languages[/B] understands Abyssal but can't speak [B]Challenge[/B] 14 (11,500 XP) [B]Special Traits[/B] [LIST] [*][B]Bioluminescent Cloak.[/B] The Abyssal Lurker can activate or deactivate its bioluminescent mucus as a bonus action. While activated, it emits a 30-foot radius of dim light, and it has advantage on Dexterity (Stealth) checks made in darkness or murky water. [/LIST] [B]Actions[/B] [LIST] [*][B]Multiattack.[/B] The Abyssal Lurker can make two attacks with its tentacle slam. [*][B]Tentacle Slam.[/B] [I]Melee Weapon Attack:[/I] +10 to hit, reach 15 ft., one target. [I]Hit:[/I] 24 (3d10 + 6) bludgeoning damage, and the target must make a DC 18 Strength saving throw or be grappled. If grappled, the target is restrained, and the Abyssal Lurker can't use the same tentacle on another target. [*][B]Bite.[/B] [I]Melee Weapon Attack:[/I] +10 to hit, reach 10 ft., one grappled target. [I]Hit:[/I] 32 (4d12 + 6) piercing damage. If this attack reduces the target to 0 hit points, the Abyssal Lurker can use a bonus action to swallow the target. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the Abyssal Lurker, and it takes 21 (6d6) acid damage at the start of each of the Abyssal Lurker's turns. If the Abyssal Lurker takes 60 damage or more on a single turn from a creature inside it, the Abyssal Lurker must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate the swallowed creature, which falls prone in a space within 10 feet of the Abyssal Lurker. If the Abyssal Lurker dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 30 feet of movement, exiting prone. [*][B]Bioluminescent Burst (Recharge 5-6).[/B] The Abyssal Lurker releases a burst of blinding light, illuminating a 60-foot radius area around it. Each creature in that area must make a DC 18 Constitution saving throw or be blinded for 1 minute. A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. [/LIST] [B]Reactions[/B] [LIST] [*][B]Ink Cloud (Recharge 6).[/B] When the Abyssal Lurker takes damage, it can release a cloud of blinding ink. The area within 30 feet of the Abyssal Lurker becomes heavily obscured for 1 minute. A creature that enters the area or starts its turn there must make a DC 18 Constitution saving throw or be blinded until the end of its turn. A creature can repeat the saving throw at the start of each of its turns, ending the effect on a success. The ink cloud drifts away in still water after 1 minute. [/LIST] [B]Legendary Actions [/B]The Abyssal Lurker can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. The Abyssal Lurker regains spent legendary actions at the start of its turn. [LIST] [*][B]Tentacle Attack.[/B] The Abyssal Lurker makes one tentacle slam attack. [*][B]Move.[/B] The Abyssal Lurker moves up to its swim speed without provoking opportunity attacks. [*][B]Bioluminescent Flash (Costs 2 Actions).[/B] The Abyssal Lurker activates its Bioluminescent Cloak if it is deactivated, or deactivates it if it is already active. [/LIST] [/QUOTE]
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