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CORELINE (D20 Modern/D20 BESM Setting).
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<blockquote data-quote="kronos182" data-source="post: 8994063" data-attributes="member: 6668634"><p><strong><span style="font-size: 26px">Lurker</span></strong></p><p>Lurkers are more arachnid in appearance than other Zerg strains, and are evolved from Hydralisks. These creatures are powerful anti-ground ambushers, and are one of the rare zerg strains that can attack while burrowed. When above ground, the lurker stands roughly twice as tall as a terran wearing CMC armour.</p><p>Lurkers serve as defense warriors for hive clusters, outlying colonies, supply line harassment and ambush attacks. To attack, lurkers emit waves of super-dense spikes against their enemies, with a full width of damage of 30 feet. However, they must actually burrow underground to release these subterranean attacks. The spines can even be directed downward into open spaces, provided the lurker is underground.</p><p></p><p><strong>Lurker</strong></p><p>CR 4;</p><p>Large aberration [zerg];</p><p>Hit Dice: 5d8+15; hp 36; Mas —; Init +6;</p><p>Speed: 20 ft, burrow 20 ft, climb 10 ft;</p><p>Defense 17, touch 11, flat-footed 15 (+2 Dex, +6 natural, -1 size);</p><p>BAB: +2; Grap +10;</p><p>Attack: melee +0 bite 1d6+2;</p><p>Special Attack: Subterranean spines</p><p>FS: 10 ft. by 10 ft.; Reach 15 ft.;</p><p>SQ: darkvision 60 ft., fast healing 3, Damage Reduction 2, zerg traits, burrow;</p><p>AL: cerebrate;</p><p>SV: Fort +4, Ref +3 , Will +2; AP 0; Rep +0;</p><p>Ability Scores: Str 16, Dex 15, Con 17, Int 5, Wis 8, Cha 2.</p><p>Skills: Climb +6, Hide +4, Jump +4, Listen +1, Spot +3, Search +2, Swim +3, Survival +2, Tumble +4</p><p>Feats: Improved Initiative <strong>.</strong></p><p><strong>Advancement:</strong> 4–6 HD (Large).</p><p><strong>Organization: </strong>Found in groups of 1, pairs or swarms as large as thousands.</p><p></p><p><strong>Species Traits</strong></p><p><strong>Bonus Feat: </strong>Lurker gain Improved Initiative as a bonus feat.</p><p><strong>Fast Healing (Ex): </strong>Lukers heal 3 hit point of lethal damage (or nonlethal if it is the only hit point damage remaining) per round. This functions otherwise as per the typical Zerg trait of Fast Healing.</p><p><strong>Burrow (Ex): </strong>As a move action, the lurker is able to burrow into the ground, completely covering itself and leaving virtually no trace of its presence. Once burrowed, it is immobile, has +15 to Hide checks. Sensors suffer -5 to Search and Spot checks. A Lurker can, and instinctively does, hide any signs of its burrowing on the surface, except where impossible.</p><p><strong>Tremor Sense 150 ft (Ex): </strong>The Lurker, while burrowed, can sense anything that is touching the ground within 150 feet of it.</p><p><strong>Skill Bonuses: </strong>Lurkers gain a +2 species bonus on Spot and Survival checks.</p><p><strong>Subterranean Spines: </strong>The Lurker sends a wave of spines through the ground in a line 10 feet wide and up to 100 feet long, and can reach up to 5 feet out of the ground. Any creatures, vehicles, structures or objects in the area must make a Reflex save DC 15, suffering 4d6+4 piercing damage on a failed save, half for a successful save. The spines ignore 3 points of Defense (from armour, equipment or natural armour) and ignores 4 points of DR/hardness. However, the Lurker can only use these while burrowed.</p><p>Zerg Traits: A Lurker possesses the standard Zerg traits as defined elsewhere.</p><p><strong>Lurker Advancement: </strong>Lurkers are adaptable creatures and may grow in strength, speed, and resilience with certain genetic manipulations by nearby Zerg hatcheries, lairs, or hives. Lurkers that advance to 6 hit dice and beyond, gain an increase of +5 feet to the range of their subterranean spines and tremor sense every HD gained. Every two HD gained, the lurker's subterranean spines deal an extra 1d6+1 damage, Reflex save increases by 1, attacks ignore +1 point of Defense from armour/equipment and natural armour and ignore +1 point of DR/hardness (this includes the subterranean spines and bite), and Damage Reduction +1/- functioning as per the same ability of the Tough character class. Lurkers cannot be advanced to 6 hit dice or higher unless they are within 10 miles of a Zerg lair or hive, and a spawning pool. They need only be within such range when actually advancing to those hit dice. The process of advancing lurkerin hit dice takes much time and resources from a Zerg lair or hive.</p><p></p><p><strong>Mutations</strong></p><p>A number of mutations are available to lurker only in addition to those common to the rest of the swarm. A Lurker Den and Evolution Pool are required.</p><p></p><p><strong>Adaptive Talons</strong></p><p>The lurker can burrow through any natural terrain, and even artificial ground like concrete. In natural terrain that isn't all stone, can burrow as a free action.</p><p></p><p><strong>Seismic Spines</strong></p><p>This mutation increases the range of the subterranean spines by 25 feet and increase the width by 5 feet, increasing the Reflex save DC by +1. Can be applied twice.</p><p></p><p><strong>Range Attacks</strong></p><p>The muscles that launch the spines and the lurker's spatial awareness are increased, granting the lurker +1 subterranean spine Reflex DC and +4 to damage. This mutation can be added up to 3 times.</p><p></p><p><strong><span style="font-size: 26px">Variant Strains</span></strong></p><p>A number of variants of the lurkers exist, each with different abilities over the standard lurker.</p><p></p><p><strong><span style="font-size: 22px">Reticulant</span></strong></p><p>This variant has an even more spider-like appearance, losing the ability to release subterranean spines, it releases webs to trap and entangle targets. Launching multiple webs over a building can cause it to cease functioning by rendering any parts that move inoperable, such as bunkers, missile turrets, sensor towers, etc. </p><p>Make the following changes to Lurker to create Reticulant:</p><p>Increase HP by +15;</p><p>Increase Dex to 20 (increasing Dex bonus to Defense by +3)</p><p>Remove subterranean spines;</p><p>Add Aerial Spines;</p><p>Add Web Shooter.</p><p></p><p><strong>Aerial Spines</strong></p><p>The Reticulant can multiple launch 30 cm armour piercing spines from their upper carapace plates, covered by flaps. The flaps fold back before the spines fire, requiring a ranged attack selecting a 5 ft area, dealing 2d12+6 to a 10 foot radius area, Reflex DC 16 for half damage, 150 ft. The Reticulant stores enough spines to use this ability 50+2d4 times at any given time, regenerating 2d4 uses every 30 minutes. The spines ignore 3 points of Defense (from armour, equipment or natural armour) and ignores 4 points of DR/hardness.</p><p></p><p><strong>Web Shooter</strong></p><p>The Reticulant can fire a web that can entangle up to a huge sized target with a successful ranged touch attack with a range of 100 ft, a range increment of 20 ft. The web has an Escape DC 26, Break DC 28 and 20 Hit Points. Four webs are required to entangle a target of up to gargantuan size, and 8 for colossal up to 80 feet, with an additional 4 webs per additional 20 feet to cover an object , increase Escape and Break DCs by +1 per web up to a maximum of +10, and increase Hit Points by +5 per added web (no limit). When used against vehicles and buildings, reduces the range of weapons and sensors by 10% per web applied above the minimum required to entangle.</p><p>The web can be used to strap items to a surface, able to support up to 1500 lbs, plus 500 lbs per additional web to hold an object of up to large size. Alternatively, the wielder can use a web to cover an area, with each web covering a 20 foot by 20 foot area, with larger areas requiring additional webs fired. Large web sheets require more time to make, and the first web must have at least two anchor points. </p><p>The Reticulant has 30 uses available, regenerating 1 use per hour.</p><p></p><p><strong><span style="font-size: 18px">Reticulant Only Mutation</span></strong></p><p><strong></strong></p><p><strong>Acid Webs</strong></p><p>The glands that generates the webs are modified to release an enzyme that acts as a potent acid once released, making anything that comes in contact with the webbing for up to 1 hour after the Reticulant releases the webbing, dealing 1d6 points of acid damage per round for 5 rounds of contact.</p></blockquote><p></p>
[QUOTE="kronos182, post: 8994063, member: 6668634"] [B][SIZE=7]Lurker[/SIZE][/B] Lurkers are more arachnid in appearance than other Zerg strains, and are evolved from Hydralisks. These creatures are powerful anti-ground ambushers, and are one of the rare zerg strains that can attack while burrowed. When above ground, the lurker stands roughly twice as tall as a terran wearing CMC armour. Lurkers serve as defense warriors for hive clusters, outlying colonies, supply line harassment and ambush attacks. To attack, lurkers emit waves of super-dense spikes against their enemies, with a full width of damage of 30 feet. However, they must actually burrow underground to release these subterranean attacks. The spines can even be directed downward into open spaces, provided the lurker is underground. [B]Lurker[/B] CR 4; Large aberration [zerg]; Hit Dice: 5d8+15; hp 36; Mas —; Init +6; Speed: 20 ft, burrow 20 ft, climb 10 ft; Defense 17, touch 11, flat-footed 15 (+2 Dex, +6 natural, -1 size); BAB: +2; Grap +10; Attack: melee +0 bite 1d6+2; Special Attack: Subterranean spines FS: 10 ft. by 10 ft.; Reach 15 ft.; SQ: darkvision 60 ft., fast healing 3, Damage Reduction 2, zerg traits, burrow; AL: cerebrate; SV: Fort +4, Ref +3 , Will +2; AP 0; Rep +0; Ability Scores: Str 16, Dex 15, Con 17, Int 5, Wis 8, Cha 2. Skills: Climb +6, Hide +4, Jump +4, Listen +1, Spot +3, Search +2, Swim +3, Survival +2, Tumble +4 Feats: Improved Initiative [B]. Advancement:[/B] 4–6 HD (Large). [B]Organization: [/B]Found in groups of 1, pairs or swarms as large as thousands. [B]Species Traits Bonus Feat: [/B]Lurker gain Improved Initiative as a bonus feat. [B]Fast Healing (Ex): [/B]Lukers heal 3 hit point of lethal damage (or nonlethal if it is the only hit point damage remaining) per round. This functions otherwise as per the typical Zerg trait of Fast Healing. [B]Burrow (Ex): [/B]As a move action, the lurker is able to burrow into the ground, completely covering itself and leaving virtually no trace of its presence. Once burrowed, it is immobile, has +15 to Hide checks. Sensors suffer -5 to Search and Spot checks. A Lurker can, and instinctively does, hide any signs of its burrowing on the surface, except where impossible. [B]Tremor Sense 150 ft (Ex): [/B]The Lurker, while burrowed, can sense anything that is touching the ground within 150 feet of it. [B]Skill Bonuses: [/B]Lurkers gain a +2 species bonus on Spot and Survival checks. [B]Subterranean Spines: [/B]The Lurker sends a wave of spines through the ground in a line 10 feet wide and up to 100 feet long, and can reach up to 5 feet out of the ground. Any creatures, vehicles, structures or objects in the area must make a Reflex save DC 15, suffering 4d6+4 piercing damage on a failed save, half for a successful save. The spines ignore 3 points of Defense (from armour, equipment or natural armour) and ignores 4 points of DR/hardness. However, the Lurker can only use these while burrowed. Zerg Traits: A Lurker possesses the standard Zerg traits as defined elsewhere. [B]Lurker Advancement: [/B]Lurkers are adaptable creatures and may grow in strength, speed, and resilience with certain genetic manipulations by nearby Zerg hatcheries, lairs, or hives. Lurkers that advance to 6 hit dice and beyond, gain an increase of +5 feet to the range of their subterranean spines and tremor sense every HD gained. Every two HD gained, the lurker's subterranean spines deal an extra 1d6+1 damage, Reflex save increases by 1, attacks ignore +1 point of Defense from armour/equipment and natural armour and ignore +1 point of DR/hardness (this includes the subterranean spines and bite), and Damage Reduction +1/- functioning as per the same ability of the Tough character class. Lurkers cannot be advanced to 6 hit dice or higher unless they are within 10 miles of a Zerg lair or hive, and a spawning pool. They need only be within such range when actually advancing to those hit dice. The process of advancing lurkerin hit dice takes much time and resources from a Zerg lair or hive. [B]Mutations[/B] A number of mutations are available to lurker only in addition to those common to the rest of the swarm. A Lurker Den and Evolution Pool are required. [B]Adaptive Talons[/B] The lurker can burrow through any natural terrain, and even artificial ground like concrete. In natural terrain that isn't all stone, can burrow as a free action. [B]Seismic Spines[/B] This mutation increases the range of the subterranean spines by 25 feet and increase the width by 5 feet, increasing the Reflex save DC by +1. Can be applied twice. [B]Range Attacks[/B] The muscles that launch the spines and the lurker's spatial awareness are increased, granting the lurker +1 subterranean spine Reflex DC and +4 to damage. This mutation can be added up to 3 times. [B][SIZE=7]Variant Strains[/SIZE][/B] A number of variants of the lurkers exist, each with different abilities over the standard lurker. [B][SIZE=6]Reticulant[/SIZE][/B] This variant has an even more spider-like appearance, losing the ability to release subterranean spines, it releases webs to trap and entangle targets. Launching multiple webs over a building can cause it to cease functioning by rendering any parts that move inoperable, such as bunkers, missile turrets, sensor towers, etc. Make the following changes to Lurker to create Reticulant: Increase HP by +15; Increase Dex to 20 (increasing Dex bonus to Defense by +3) Remove subterranean spines; Add Aerial Spines; Add Web Shooter. [B]Aerial Spines[/B] The Reticulant can multiple launch 30 cm armour piercing spines from their upper carapace plates, covered by flaps. The flaps fold back before the spines fire, requiring a ranged attack selecting a 5 ft area, dealing 2d12+6 to a 10 foot radius area, Reflex DC 16 for half damage, 150 ft. The Reticulant stores enough spines to use this ability 50+2d4 times at any given time, regenerating 2d4 uses every 30 minutes. The spines ignore 3 points of Defense (from armour, equipment or natural armour) and ignores 4 points of DR/hardness. [B]Web Shooter[/B] The Reticulant can fire a web that can entangle up to a huge sized target with a successful ranged touch attack with a range of 100 ft, a range increment of 20 ft. The web has an Escape DC 26, Break DC 28 and 20 Hit Points. Four webs are required to entangle a target of up to gargantuan size, and 8 for colossal up to 80 feet, with an additional 4 webs per additional 20 feet to cover an object , increase Escape and Break DCs by +1 per web up to a maximum of +10, and increase Hit Points by +5 per added web (no limit). When used against vehicles and buildings, reduces the range of weapons and sensors by 10% per web applied above the minimum required to entangle. The web can be used to strap items to a surface, able to support up to 1500 lbs, plus 500 lbs per additional web to hold an object of up to large size. Alternatively, the wielder can use a web to cover an area, with each web covering a 20 foot by 20 foot area, with larger areas requiring additional webs fired. Large web sheets require more time to make, and the first web must have at least two anchor points. The Reticulant has 30 uses available, regenerating 1 use per hour. [B][SIZE=5]Reticulant Only Mutation[/SIZE] Acid Webs[/B] The glands that generates the webs are modified to release an enzyme that acts as a potent acid once released, making anything that comes in contact with the webbing for up to 1 hour after the Reticulant releases the webbing, dealing 1d6 points of acid damage per round for 5 rounds of contact. [/QUOTE]
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