I found this got tricky because of the prevalence of long range bright light (the sunrod)...unless I used cramped twisting passageways.
Most lurkers have powers that either put them in concealment at the beginning of combat, or put them back into concealment.
Invisibility, increased move to put them in darkness, ability to create darkness, burrow, etc. Let's see...
*Cracks open MM3*
Ghoul Flesh Seeker: can use a stealth check become hidden with concealment/cover, instead of needing superior concealment/total cover. (Same for Shadow lurker)
The Gnoll Skulk can do the above, but once hidden, it can move out of cover/concealment and remain hidden.
Air Elemental: becomes invisible when it starts its turn without an adjacent enemy
Nentir Vale:
Blackfang Gravedigger can burrow beneath someone and attack from below.
Wild Coldscale drakes gain partial concealment if on snowy/icy terrain, and have a standard at-will to become invisible if on said cold terrain.
That's just with a little looking through the low levels of two books. Some lurkers don't really have anything (Like the Ogre cave hunter), others just have things that work in combat (like Joplin the Spy, Daggerburg Reaper and the Iron Circle Spy).
However, I
do hate sunrods. In my games, sunrods stay put when activated, so you can light up a whole area, but you can't drag them around.