LURKERS
Lurkers (not to be confused with the lurker monster role) are a group of dungeon-dwelling monsters that trap prey by masquerading as part of a room or hallway, and then usually attempting to crush their victims within their bodies.
Some lurkers lack basic attacks, and can therefore not make opportunity attacks.
LURKER ABOVE--- Level 15 Solo Lurker
A lurker above disguises itself as part of the ceiling, covering up to a 30’ square when flattened out. It attacks by attempting to drop and close around its victims, crushing them to death if possible.
Huge natural magical beast--- XP 6000
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Initiative +10; Senses Perception +12; tremorsense 12
HP 555; Bloodied 277
AC 31; Fortitude 32; Reflex 21; Will 27
Saving Throws +5
Speed 1, fly 5 (clumsy) (maximum altitude 6)
Action Points 2
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[Melee] Gripping Body (standard; at will): Targets up to four medium or two large enemies adjacent to the lurker above; +16 vs. Reflex; 1d10+8 damage and target is grabbed (until escape). A lurker above can have up to four medium or two large creatures grabbed at once.
[Melee] Body Crush (standard; at will): Attacks each grabbed or restrained creature; +16 vs. Fortitude; 3d6+8 damage.
[Melee] Firm Grip (minor; at will): Attacks each grabbed creature; +18 vs. Reflex; Hit: the target is restrained, takes -2 on escape attempts and cannot escape unless the lurker above is bloodied.
[Melee] Crushing Spasm (minor; at will): Attacks each grabbed or restrained creature; +16 vs. Fortitude; 1d6+4 damage.
Vulnerable Victim (immediate interrupt; when hit by an attack while grabbing at least one creature; at will): The lurker takes half damage from the attack, and a random grabbed or restrained creature takes the other half.
Lurk Above: When a lurker above is lurking on a ceiling, it requires a Dungeoneering or Perception check, DC 26, to notice it before it attacks.
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Alignment unaligned; Languages -
Str 26; Dex 8; Wis 20
Con 15; Int 2; Cha 8
TRAPPER--- Level 18 Solo Lurker
Trappers usually appear to be part of the floor, and sometimes part of the walls in a smaller chamber. Trappers have a ‘lure’ organ that is shaped a great deal like an old box or chest, so a party of adventurers might think that they have opened the door to a room with an unguarded treasure, while the truth is far more dangerous. When flattened, a typical trapper can cover a square 40’ on a side, with older, bigger trappers getting to truly incredible sizes in some deep dungeons and Underdark areas.
Gargantuan natural magical beast--- XP 10,000
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Initiative +14; Senses Perception +15; tremorsense 12
HP 660; Bloodied 330
AC 34; Fortitude 35; Reflex 25; Will 30
Saving Throws +5
Speed 2
Action Points 2
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[Melee] Gripping Body (standard; at will): Targets up to four medium or two large enemies adjacent to the trapper; +19 vs. Reflex; 1d10+8 damage and target is grabbed (until escape). A trapper can have up to eight medium or four large enemies grabbed at once.
[Melee] Body Crush (standard; at will): Attacks each grabbed or restrained creature; +19 vs. Fortitude; 3d8+8 damage.
[Melee] Firm Grip (minor; at will): Attacks each grabbed creature; +21 vs. Reflex; Hit: the target is restrained, takes -2 on escape attempts and cannot escape unless the trapper is bloodied.
[Melee] Crushing Spasm (minor; at will): Attacks each grabbed or restrained creature; +19 vs. Fortitude; 2d4+4 damage.
Vulnerable Victim (immediate interrupt; when hit by an attack while grabbing at least one creature; at will): The trapper takes half damage from the attack, and a random grabbed or restrained creature takes the other half.
Blend with the Room: When a trapper is lurking as part of the room, it requires a Dungeoneering or Perception check, DC 29, to notice it before it attacks.
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Alignment unaligned; Languages -
Str 26; Dex 12; Wis 22
Con 18; Int 2; Cha 8