Role:
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Base Stock: Green Lynx Spider
MCC Stat Block: Lurker (1d4-2 (0)): Init +4; atk bite melee +4 (1d16+2) and 2 x claws melee +4 (1d10+2) and 2 x darts +3 (1d8+1, 30'); AC 16; HD 5D7 hp 20; MV 4' ; 1d20; SV Fort +0, Ref +1, Will +1
Mutations: Taller; New Body Parts; Modified Body Parts; Total Carapace
Number Appearing: 1d4-2
Morale: 6
Hit Dice: HD 5D7
Armor: 6 (AC 16)
Size: Large 2 Meters at Shoulder
Movement: MV 4'
Attack: Bite melee +4 (1d16+2)
2 x Claws melee +4 (1d10+2)
2 x Darts +3 (1d8+1, 30')
Description (Initial Observations): The lurker barely resembles its ancestors. The body is heavily plated and the first pair of legs end in long, barbed hooks. All of the legs are covered in green fur, matching the coloration of the body.
Reactions: No known interactions
Behavior: the cephalothorax has two long growths on it that fire darts. When the darts are fired, spinnerets on the edge of the "harpoon" guns attach webbing to them enabling the lurker to reel in prey. Each harpoon gun can fire 8 darts a day.The poison of the darts is of a paralytic origin with a "D" resulting in paralyzation for 1d8+12 rounds, while that of the fangs is a neurotoxin with a "D" resulting in death.A lurker will usually cover the ground of a large area and cover the web with debris. When a victim gets entang-led in the web, the lurker will start firing its darts at the prey. If the victim falls to paralyzation, the lurker will emerge from his ambush spot and web up the victim and drag him off to be consumed at a later date. If the victim is still standing after all darts are fired, the lurker will emerge and attack with fangs and hooks. If the lurker is losing badly in a battle, it will attempt to run off.If more than one lurker is encountered, it will be either a mating pair or a female and her young. These young lurkers have only half the hit dice of their parents and their poison intensity level is 8-12.
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