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<blockquote data-quote="qstor" data-source="post: 48327" data-attributes="member: 1489"><p>This creature was in the Haunted Halls of Evening Star and the 2nd ed. boxed FR set. I think this needs to be "cleaned up". Scott, Erica <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p> I'm not sure about the poison. I'd love to see it in the print copy of the CC. It was left out of Monsters of Faerun.</p><p></p><p>Lock Lurker</p><p>Fine Aberration</p><p>Hit Dice 2 HP</p><p>Initiative: +6</p><p>Speed: 20 ft</p><p>AC: 17</p><p>attacks: 1 +14</p><p>damage: bite 1HP/ tail stinger 1d4 plus venom</p><p>face/reach: 1 foot/0</p><p>special attacks: venom</p><p>special qualities: partial etheralness, darkvision</p><p>saves: ref +6, fort +0, will +3</p><p>Abilities: IQ 5, ST 1, DX 22, CON 10, WIS 14, CHA 5</p><p>Skills: Move Silently +8, Hide +10, Spot +4 Listen +4</p><p>Feats Weapon Finess</p><p>Climate Terrain: Any land</p><p>Organization: Solitary</p><p>CR 2</p><p>Treasure: None</p><p>Alignment: neutral</p><p>Advancement: -</p><p></p><p>The lock lurker appears as a gold coin. It is often placed with valuables to act as a guard.</p><p></p><p>Posion: The tail stinger poison acts a slow spell.</p><p>Venom DC 16 slow spell/ 1d8 hp (1d Dex) If the victim fails the saving throw they are paralyzed for 1-6 hours.</p><p>(this is where I was confused? Should the dex loss be greater?? Or just paralyzation without dex loss?)</p><p></p><p>Partial Etherealness: The tail stinger can attack creatures on the Ethereal Plane and materialezes on the Prime material plane when the creature attacks. The stinger can only be attacked if it appears on the Prime Material Plane. On the Ethereal Plane all parts of the creature can be attacked. It can pull itself onto the Prime Material plane. This reguires one full round action.</p><p></p><p>- - - - </p><p></p><p>I'm sure it needs some work</p><p></p><p>Mike</p></blockquote><p></p>
[QUOTE="qstor, post: 48327, member: 1489"] This creature was in the Haunted Halls of Evening Star and the 2nd ed. boxed FR set. I think this needs to be "cleaned up". Scott, Erica :) I'm not sure about the poison. I'd love to see it in the print copy of the CC. It was left out of Monsters of Faerun. Lock Lurker Fine Aberration Hit Dice 2 HP Initiative: +6 Speed: 20 ft AC: 17 attacks: 1 +14 damage: bite 1HP/ tail stinger 1d4 plus venom face/reach: 1 foot/0 special attacks: venom special qualities: partial etheralness, darkvision saves: ref +6, fort +0, will +3 Abilities: IQ 5, ST 1, DX 22, CON 10, WIS 14, CHA 5 Skills: Move Silently +8, Hide +10, Spot +4 Listen +4 Feats Weapon Finess Climate Terrain: Any land Organization: Solitary CR 2 Treasure: None Alignment: neutral Advancement: - The lock lurker appears as a gold coin. It is often placed with valuables to act as a guard. Posion: The tail stinger poison acts a slow spell. Venom DC 16 slow spell/ 1d8 hp (1d Dex) If the victim fails the saving throw they are paralyzed for 1-6 hours. (this is where I was confused? Should the dex loss be greater?? Or just paralyzation without dex loss?) Partial Etherealness: The tail stinger can attack creatures on the Ethereal Plane and materialezes on the Prime material plane when the creature attacks. The stinger can only be attacked if it appears on the Prime Material Plane. On the Ethereal Plane all parts of the creature can be attacked. It can pull itself onto the Prime Material plane. This reguires one full round action. - - - - I'm sure it needs some work Mike [/QUOTE]
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