Lurker
| Lurker
| Trapper
| Trapper, Forest
|
Climate/Terrain:
| Subterranean
| Subterranean
| Forest
|
Frequency:
| Uncommon
| Rare
| Rare
|
Organization:
| Solitary
| Solitary
| Solitary
|
Activity Cycle:
| Any
| Any
| Any
|
Diet:
| Omnivore
| Carnivore
| Carnivore
|
Intelligence:
| Non- (0)
| Highly (13-14)
| Highly (13-14)
|
Treasure:
| C, Y
| G
| G
|
Alignment:
| Neutral
| Neutral
| Neutral
|
No. Appearing:
| 1 (1-4)
| 1
| 1
|
Armor Class:
| 6
| 3
| 4
|
Movement:
| 1, Fl 9 (B)
| 3
| 3, Br 6
|
Hit Dice:
| 10
| 12
| 10
|
THAC0:
| 11
| 9
| 11
|
No. of Attacks:
| 1
| 4+
| See below
|
Damage/Attack:
| 1-6
| See below
| See below
|
Special Attacks:
| See below
| See below
| See below
|
Special Defenses:
| Nil
| Nil
| Nil
|
Magic Resistance:
| Nil
| Nil
| Nil
|
Size:
| H (20' diam.)
| H (20'-30' diam.)
| H (20' diam.)
|
Morale:
| Steady (11)
| Steady (11)
| Steady (11)
|
XP Value:
| 2,000
| 3,000
| 3,000
|
The lurker is a carnivorous scavenger found only in subterranean settings. It
resembles a large manta ray; its grayish belly is textured like stone. The
lurker typically attaches itself to a ceiling, where it is very difficult to detect
(only 10% chance) unless actually prodded.
Combat: Lurkers are slow-moving creatures that must wait for their prey to come into
range. Lurkers wait on the ceiling, then drop and wrap themselves around their
prey. Lurkers cause a -4 penalty to opponents' surprise rolls. The constriction
causes 1d6 points of damage per round and suffocation within 1d4+1 rounds,
regardless of the damage suffered by the victim. This damage is automatic each
round unless the victim breaks free or the lurker dies. Lurkers do not stop
attacking until dead. Prey can only fight with short weapons that were in hand when
the lurker attacked.
Habitat/Society: Lurkers are solitary creatures. The females lays eggs in a glutinous clutch
near the ceiling. The hatchlings fall to the ground and feed on vermin until they
become large enough to fly. Young resemble rectangular patches of moss.
Ecology: Lurkers are opportunistic feeders that make do with whatever wanders by. The
lurker flies by means of gases generated into sacs. These gases may be used in
the preparation of a
potion of levitation. Lurker eggs or hatchlings may be sold as living defenses for those who want
them. Lurker, trapper, and miner eggs can all be sold for 900 gp, hatchlings
for 1,100 gp.
Trapper
The subterranean trapper is found only in caves and other dark places. It can
alter its shape and color to resemble the local floor and to form a
protuberance in the center that resembles a box. A trapper is difficult to detect (95%)
once it has settled into a disguise. When prey wanders into the trapper's center,
the creature's edges rise up and wrap around the victim. The victim suffers
damage per round equal to 4 points plus his Armor Class (a victim with AC 2
suffers 6 points of damage per round). The constriction prevents breathing; victims
smother in six rounds regardless of the damage suffered. A trapper does not
release a victim unless the trapper is reduced to 1 hit point or killed.
Trappers are immune to heat- or cold-based attacks. Trappers remain wrapped in
a ball for 1d8 hours while digesting a victim. The remains of their victims
are excreted below and form the trappers' treasure troves. A typical trapper can
cover about 400 square feet, while large ones can cover up to 600 square feet.
Eggs are laid in a pebble-like mass. Hatchlings resemble flat rocks. Trapper
skin may be used to make nonmagical +1 leather armor.
Forest Trapper (Miner)
The forest trapper, or miner, resembles a tailless manta ray mottled brown or
green-brown. Its frontal and dorsal ridges are hard bone.
It preys primarily on small forest animals but traps larger creatures by
burrowing beneath paths or roads, then extending the 1d20+5 poisonous, twig-like
barbs on its back through the surface. Passers-by have a 25% chance (75% if
surprised) of unknowingly stepping on one. If not surprised, druids or rangers have a
5% chance per level of spotting and identifying the barbs. Victims must roll
successful saving throws vs. poison or be paralyzed for 2d20 turns. A miner will
not surface until all surface movement stops. Then it attacks in the same
manner as a subterranean trapper.
Miners travel slowly on the surface by rippling like a snake. Burrowing is
faster but travel is limited to soil, sand, and gravel.
Because a miner is always underground unless attacking, it is rarely attacked.
The miner's toxin is located in sacs at the base of the barbs. The toxic barbs
can be used in a blowgun or as a hand weapon by small creatures, provided the
grip is wrapped.
Eggs are laid in a clutch several feet below the surface. The young feed on
burrowing animals for their first year.