DnDChick
Demon Queen of Templates
LURKER INVISIBLE
Medium-size Outsider (Lesser Independent Race)
Hit Dice: 3d8+12 (25 hp)
Initiative: +4 (Dex)
Speed: Fly 30 ft. (perfect)
AC: 18 (+4 Dex, +4 deflection)
Attacks: Claw +8 melee
Damage: Claw 1d8+5
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Improved grab, acid
Special Qualities: Natural invisibility, semi-material, animate corpse
Saves: Fort +7, Ref +7, Will +8
Abilities: Str 20, Dex 18, Con 18, Int 12, Wis 20, Cha 18
Skills: Intimidate +8, Listen +9, Move Silently +8, Search +9, Sense Motive +9, Spot +9
Feats: Power Attack
CR: 3
Climate/Terrain: Any land
Organization: Solitary
Treasure: None
Alignment: Always chaotic evil
Advancement: 4-6HD (Medium-size); 7-9HD (Large)
Sanity Loss: 1/1d8
“Words cannot describe the faceless thing with a thousand maws. It roiled and bubbled, never fully revealing itself. So terrifying was its aspect that I sat as though frozen to the floor, the pen falling from my nerveless fingers… With its arms, or those appendages that seemed most like arms, it took hold of poor Robert and twisted his head around as though it was a doll’s head. The lifeless corpse was then thrown back in Harold’s lap and that is when he began that damnable shrieking—the shrieking that hadn’t stopped even after we handed him over to the sheriff’s men.”
—From the adventure Edge of Darkness, in the Call of Cthulhu BRP (CHA 2386)
Best described as a malevolent cloud of evil, a Lurker Invisible is a semi-material being from some unknown plane. A transparent creature that haunts the edges of visibility being partially incorporeal, it can move through solid objects like a ghost. Progress through material barriers can be slowed by the obstacle’s density and thickness, however. A lurker invisible can solidify portions of its body to attack physically. When it does so, it manifests a huge clawed hand or paw and tears at its victim without mercy. A lurker invisible is capable of speech, but all it usually cares to say are harsh vocalizations of obscenity, incoherent growling, screams, and gasps. Most terrifying of all, a lurker invisible has the power to cloud the mind of those that see it, forcing them to bend to its will. His mind no longer his own, the pawn of a lurker invisible will do anything his dark master desires. Even the dead are not immune to the eldritch calls and commanding presence of the lurker invisible—these ghastly spirits can animate corpses and use them as pawns in its hunt for victims.
If its form is somehow revealed or detected, a lurker invisible resembles a swirling mass of claws, teeth, eyes, and limbs that hovers in a sphere of chaos. A lurker invisible is apparently some form of spirit creature, as it can be bound and warded by mystic symbols and rituals.
Combat
A lurker invisible attacks by solidifying a paw with wickedly barbed talons with which it swipes at its prey. If a lurker invisible can kill its prey, it chews out the heart and leaves the rest of the mauled corpse to terrorize those that find it.
Improved Grab (Ex): To use this ability, the Lurker must hit a Medium-size or smaller opponent with a claw attack. If it gets a hold, it can make an automatic bite attack the following round as a move or attack action. The bite attack inflicts 1d6+2 damage.
Acid The Lurker can, as an attack action, generate a spray of alien acid which forces the targeted creatures within 30 feet to make a Reflex save (DC 15) or suffer 1d2 points of acid damage.
Natural Invisibility (Ex): Attackers must guess location, and all attacks are 50% likely to miss. A lurker is always invisible on this plane, even when attacking. Even if its form is somehow revealed, such as by the power of Ibn-Gazi, a lurker invisible becomes only partially visible as a whirling distortion in the air.
Semi-Material (Ex): The Lurker is only partially material, and has many of the benefits of being incorporeal. It can only be harmed by other incorporeal creatures, +1 or better magic weapons, spells, spell-like abilities, and supernatural abilities. It is immune to all non-magical attack forms, and any attack from a physical source has a 50% chance to miss. Force spells affect it normally, and it has a deflection bonus equal to its Charisma modifier. Unlike other incorporeal creatures, the Lurker does not always move silently and does have a Strength score. The Lurker can make physical attacks by solidifying its claws and teeth as needed. Passing through solid objects takes the lurker 1 round per 2 points of Hardness (i.e. a wall with a hardness of 10 takes the Lurker 5 rounds to move through)
Animate Corpse (Su): At will the Lurker can animate corpses as per the black binding spell as a 3rd level spell caster.
Medium-size Outsider (Lesser Independent Race)
Hit Dice: 3d8+12 (25 hp)
Initiative: +4 (Dex)
Speed: Fly 30 ft. (perfect)
AC: 18 (+4 Dex, +4 deflection)
Attacks: Claw +8 melee
Damage: Claw 1d8+5
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Improved grab, acid
Special Qualities: Natural invisibility, semi-material, animate corpse
Saves: Fort +7, Ref +7, Will +8
Abilities: Str 20, Dex 18, Con 18, Int 12, Wis 20, Cha 18
Skills: Intimidate +8, Listen +9, Move Silently +8, Search +9, Sense Motive +9, Spot +9
Feats: Power Attack
CR: 3
Climate/Terrain: Any land
Organization: Solitary
Treasure: None
Alignment: Always chaotic evil
Advancement: 4-6HD (Medium-size); 7-9HD (Large)
Sanity Loss: 1/1d8
“Words cannot describe the faceless thing with a thousand maws. It roiled and bubbled, never fully revealing itself. So terrifying was its aspect that I sat as though frozen to the floor, the pen falling from my nerveless fingers… With its arms, or those appendages that seemed most like arms, it took hold of poor Robert and twisted his head around as though it was a doll’s head. The lifeless corpse was then thrown back in Harold’s lap and that is when he began that damnable shrieking—the shrieking that hadn’t stopped even after we handed him over to the sheriff’s men.”
—From the adventure Edge of Darkness, in the Call of Cthulhu BRP (CHA 2386)
Best described as a malevolent cloud of evil, a Lurker Invisible is a semi-material being from some unknown plane. A transparent creature that haunts the edges of visibility being partially incorporeal, it can move through solid objects like a ghost. Progress through material barriers can be slowed by the obstacle’s density and thickness, however. A lurker invisible can solidify portions of its body to attack physically. When it does so, it manifests a huge clawed hand or paw and tears at its victim without mercy. A lurker invisible is capable of speech, but all it usually cares to say are harsh vocalizations of obscenity, incoherent growling, screams, and gasps. Most terrifying of all, a lurker invisible has the power to cloud the mind of those that see it, forcing them to bend to its will. His mind no longer his own, the pawn of a lurker invisible will do anything his dark master desires. Even the dead are not immune to the eldritch calls and commanding presence of the lurker invisible—these ghastly spirits can animate corpses and use them as pawns in its hunt for victims.
If its form is somehow revealed or detected, a lurker invisible resembles a swirling mass of claws, teeth, eyes, and limbs that hovers in a sphere of chaos. A lurker invisible is apparently some form of spirit creature, as it can be bound and warded by mystic symbols and rituals.
Combat
A lurker invisible attacks by solidifying a paw with wickedly barbed talons with which it swipes at its prey. If a lurker invisible can kill its prey, it chews out the heart and leaves the rest of the mauled corpse to terrorize those that find it.
Improved Grab (Ex): To use this ability, the Lurker must hit a Medium-size or smaller opponent with a claw attack. If it gets a hold, it can make an automatic bite attack the following round as a move or attack action. The bite attack inflicts 1d6+2 damage.
Acid The Lurker can, as an attack action, generate a spray of alien acid which forces the targeted creatures within 30 feet to make a Reflex save (DC 15) or suffer 1d2 points of acid damage.
Natural Invisibility (Ex): Attackers must guess location, and all attacks are 50% likely to miss. A lurker is always invisible on this plane, even when attacking. Even if its form is somehow revealed, such as by the power of Ibn-Gazi, a lurker invisible becomes only partially visible as a whirling distortion in the air.
Semi-Material (Ex): The Lurker is only partially material, and has many of the benefits of being incorporeal. It can only be harmed by other incorporeal creatures, +1 or better magic weapons, spells, spell-like abilities, and supernatural abilities. It is immune to all non-magical attack forms, and any attack from a physical source has a 50% chance to miss. Force spells affect it normally, and it has a deflection bonus equal to its Charisma modifier. Unlike other incorporeal creatures, the Lurker does not always move silently and does have a Strength score. The Lurker can make physical attacks by solidifying its claws and teeth as needed. Passing through solid objects takes the lurker 1 round per 2 points of Hardness (i.e. a wall with a hardness of 10 takes the Lurker 5 rounds to move through)
Animate Corpse (Su): At will the Lurker can animate corpses as per the black binding spell as a 3rd level spell caster.
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