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Lock Lurker
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<blockquote data-quote="qstor" data-source="post: 48660" data-attributes="member: 1489"><p>Sure thing babe!</p><p></p><p>From the FRCS monstorous compendium sheets copyright 1993 WOTC/TSR</p><p></p><p>Climate/Terrian: Any land</p><p>Freq: Rare</p><p>organization: Solitary</p><p>activity cycle: any</p><p>Diet: Carnivore</p><p>Intelligence: low (5-7)</p><p>Treasure: Nil</p><p>Alignment: Neutral</p><p>No. Appearing: 1</p><p>AC: 3</p><p>Movement: 8</p><p>Hit Dice: 1+3</p><p>THACO: 17 (sting), 19 bite</p><p>No. of attacks: 1</p><p>Damage/attacks 1 bite or 6-9 sting</p><p>Special attks: paralyzing venom </p><p>Special defenses: partial etheralness</p><p>Magic resistance nil</p><p>sizeL T (1" diameter, talll. 1' long)</p><p>Morale 12</p><p>Exp. 175</p><p></p><p>The tiny lock lurker is the bane of thieves and if often places as a guard against such inflitrators. Lock Lurkers look like coins...A lock lurker has two rows of tiny, retractable legs on its underside surrounding a razor sharp iris of teeth.</p><p></p><p>Combat: A lurker's teeth can bite through hide, hair, skin or leather armor but not metal A lurker's stinger stricks as a much more powerful creature. The tail can attack creaturs in the Ethereal plane and materializes on the Prime Material plane only when the lurker launches an attack. It causes 1d4 points of damage and injects a venom into the bloodstream.</p><p>The venom reacts with the blood to slow a victim (as per the spell) If the saving throw is successful the victim is slowed for a second round then recovers fully.</p><p>If the saving throw fails the victim is immediately paralyzed for 1-6 hours, passes into a 1-2 round slowed state then recovers. This paralysis is a rigid muscle lock. The cannot be posed or easily dress. A lurker can sting 40+2d4 times per day without exhausting its venom....A lurkers stinger can be attacked on the Prime material plane only if materialized there. ON the Etheral plan all parts of a lurker can be attacked unless it pulls itself fully into the Prime Material plan. Lurkers have 60' range normal and infravision.</p></blockquote><p></p>
[QUOTE="qstor, post: 48660, member: 1489"] Sure thing babe! From the FRCS monstorous compendium sheets copyright 1993 WOTC/TSR Climate/Terrian: Any land Freq: Rare organization: Solitary activity cycle: any Diet: Carnivore Intelligence: low (5-7) Treasure: Nil Alignment: Neutral No. Appearing: 1 AC: 3 Movement: 8 Hit Dice: 1+3 THACO: 17 (sting), 19 bite No. of attacks: 1 Damage/attacks 1 bite or 6-9 sting Special attks: paralyzing venom Special defenses: partial etheralness Magic resistance nil sizeL T (1" diameter, talll. 1' long) Morale 12 Exp. 175 The tiny lock lurker is the bane of thieves and if often places as a guard against such inflitrators. Lock Lurkers look like coins...A lock lurker has two rows of tiny, retractable legs on its underside surrounding a razor sharp iris of teeth. Combat: A lurker's teeth can bite through hide, hair, skin or leather armor but not metal A lurker's stinger stricks as a much more powerful creature. The tail can attack creaturs in the Ethereal plane and materializes on the Prime Material plane only when the lurker launches an attack. It causes 1d4 points of damage and injects a venom into the bloodstream. The venom reacts with the blood to slow a victim (as per the spell) If the saving throw is successful the victim is slowed for a second round then recovers fully. If the saving throw fails the victim is immediately paralyzed for 1-6 hours, passes into a 1-2 round slowed state then recovers. This paralysis is a rigid muscle lock. The cannot be posed or easily dress. A lurker can sting 40+2d4 times per day without exhausting its venom....A lurkers stinger can be attacked on the Prime material plane only if materialized there. ON the Etheral plan all parts of a lurker can be attacked unless it pulls itself fully into the Prime Material plan. Lurkers have 60' range normal and infravision. [/QUOTE]
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