Abyssal Lurker

From MythCraft Online SRD
Revision as of 15:36, 17 February 2025 by Andi (talk | contribs)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search


Source: Harker's Guide to Vampire Hunting

The hollow, rattling roar echoing through the waves sends a dread chill down the spine of treasure divers, clenching their nerves into knots. Abyssal lurkers are tremendous coldwater leviathans. Their bodies are serpentine, like those of eels, but their heads are wedge-shaped and resemble something akin to a hammerhead shark or flat-headed venomous snake. Abyssal lurkers are solitary and fiercely territorial, and their jagged-toothed maws are more than large enough to swallow a typical humanoid whole. They primarily dwell in waters near a coastline or around shipwrecks where they can snag the careless diver or large aquatic life. When driven to great hunger, however, abyssal lurkers will breach the surface and have been known to destroy galleons and warships. Just remember...if you can hear it, it can see you.

Abyssal Lurker
Monster Level: 22
Colossal. Monstrosity
STR DEX END AWR INT CHA
7 3 7 5 -2 4
Ref: 13 Fort: 17 Ant: 15 Log: 8 Will: 14
Armor Rating 10 (17 with Tough) Senses Darkvision 300 ft
Hit Points 260 Traits Iron Will
Speed 0 ft, Swim 60 ft
Features
Quaking Dread. While not in Initiative, the Abyssal Lurker uses its Apex Roar once every 1d6 minutes. The radius of the roar is 300 ft, but it does not deal psychic damage.

Infrared Vision. The Abyssal Lurker ignores the Unseen condition on creatures within 300 ft of it, instead treating them as Concealed.

Actions
On each of the Abyssal Lurker’s turns, it may take one of the following sets of actions.
  • Move and take one Tier 1 action.
Tier 1 Actions
Move. The Abyssal Lurker can move up to its speed.

Slam. Reach 5 ft Natural Weapon. +7 vs REF. Hit: 33 (4d12+7) blunt. Double this damage against structures and vehicles. This attack ignores a structure’s or vehicle’s DT. If this attack deals damage to a structure or vehicle, all creatures on that structure or vehicle must make DEX/ Balancing checks. If they roll below a 17 and are within 5 ft of the edge of the structure or vehicle, they fall off.

Bite. Reach 5 ft Natural Weapon. +7 vs REF. Hit: 46 (6d12+7) sharp and the creature is swallowed if it is Huge or smaller. A swallowed creature is Blinded and Restrained (escape DC 24) and takes 13 (2d12) corrosive at the start of each of its turns. Escaping the Restrained condition allows the creature to no longer be swallowed and emerge from the Abyssal Lurker in an unoccupied space within 5 ft of it.

Menace. Ranged 60 ft Natural Weapon. +4 vs WILL. Hit: 13 (2d12) psychic and the target gains +2 Fear.

Apex Roar (Recharge 6). 120 ft Radius Natural Weapon. +4 vs WILL of each hostile creature in the radius. Hit: 13 (2d12) psychic, the target gains +1d4 Fear, and the target must choose Flee or Freeze, then make a DC 14 CHA check. On a failure, the creature does the opposite effect; on a success, it does the effect that it chose.

Flee: The target is Broken for 1 minute. Once on each of its turns, it may spend 1 AP to repeat the CHA check, ending the effects on a success.

Freeze: The target is Suppressed for 1 minute. Once on each of its turns, it may spend 1 AP to repeat the CHA check, ending the effects on a success.