R
RevTurkey
Guest
Big spiders! 

Most lurkers have powers that either put them in concealment at the beginning of combat, or put them back into concealment.
Invisibility, increased move to put them in darkness, ability to create darkness, burrow, etc. Let's see...
*Cracks open MM3*
Ghoul Flesh Seeker: can use a stealth check become hidden with concealment/cover, instead of needing superior concealment/total cover. (Same for Shadow lurker)
The Gnoll Skulk can do the above, but once hidden, it can move out of cover/concealment and remain hidden.
Air Elemental: becomes invisible when it starts its turn without an adjacent enemy
Nentir Vale:
Blackfang Gravedigger can burrow beneath someone and attack from below.
Wild Coldscale drakes gain partial concealment if on snowy/icy terrain, and have a standard at-will to become invisible if on said cold terrain.
That's just with a little looking through the low levels of two books. Some lurkers don't really have anything (Like the Ogre cave hunter), others just have things that work in combat (like Joplin the Spy, Daggerburg Reaper and the Iron Circle Spy).
However, I do hate sunrods. In my games, sunrods stay put when activated, so you can light up a whole area, but you can't drag them around.
Are statues EVER harmless? If you see a statue in an adventure, there's like an 80% chance it's either a monster or a trap.when they look like "harmless" statues
Only 80%?Are statues EVER harmless? If you see a statue in an adventure, there's like an 80% chance it's either a monster or a trap.
Only 80%?
Having experienced my players' tendencies to destroy every statue in every dungeon they ever encountered, I put a bunch of humanoid (non-monster) statues in a lair.
The new-to-the-group PC wouldn't let the others destroy the statues. And, in fact, she was right. Because they did face a medusa. Once the monster was dead, they turned those statues back into people and collected rewards and favors.
But my older players still grumbled about it being "too risky" to not demolish every statue.![]()
There are so many great kobolds you can easily fill an entire dungeon. My highest recommendation.
The low level undead (skeletons/zombies/ghouls/etc) come in a lot of great varieties too.
The lower level elementals are fun.
Beholders and drow are must fights.
4e really made the human/elf/dwarf/etc racial monsters a great deal of fun. The River Rats should be in your game. Put em in Daggerdale.
Penanggalans and Perytons are awesome.
Absolutely use twig blights.
Carrion Crawlers and Displacer Beasts.
Lizardfolk, wererats, and gelatinous cubes.
Orcs, ogres, trolls, rust monsters, and owlbears.
The classics, done very well in 4e.
Idea: "Statues" that are actually hollow and filled with pressurized poison gas.Only 80%?
Having experienced my players' tendencies to destroy every statue in every dungeon they ever encountered, I put a bunch of humanoid (non-monster) statues in a lair.
The new-to-the-group PC wouldn't let the others destroy the statues. And, in fact, she was right. Because they did face a medusa. Once the monster was dead, they turned those statues back into people and collected rewards and favors.
But my older players still grumbled about it being "too risky" to not demolish every statue.![]()