Encounter area 17 is the normal haunt of a favorite creature of the Vampire Queen. A creature she had brought in from beyond reality.
She called the creature the Labyrinthine Lurker.
The Labyrinthine Lurker is a creature of stealth and shadow, resembling a sleek, upright, serpentine being with iridescent scales that blend seamlessly with the darkness of the maze. Its eyes glow with an eerie, hypnotic light, and it moves with a sinuous grace that allows it to navigate the labyrinthine corridors with ease.
It has something akin to arms and hands, but these are manifestations of shadows it can use to manipulate items.
Labyrinthine Lurker
Armor Class: 2 [17]
Hit Dice: 11+22 (72 hp)
Move: 15" (Can phase through solid objects for 1 round)
Attacks: 1 bite or special
Damage: 2d6 or special
THAC0: 11 [+8]
No. Appearing: 1
Save As: D6 W7 P8 B9 S10 (11)
Alignment: Chaotic
XP: 1300
Morale: 10
Treasure Type: Nil
The Lurker takes advantage of the strange magical energies of this maze.
It's attack is a bite. It drains a little bit of blood each time. It tries reducing a victim to 0 hp so it can feed on the dying energies of the victims.
It has the following Special Abilities.
Shadow Cloak: The Labyrinthine Lurker can blend into the shadows, becoming nearly invisible to the naked eye. It uses this ability to lie in wait for unsuspecting adventurers, striking with precision when they least expect it.
Echo Step: The creature can move without making a sound, allowing it to stalk its prey silently. It leaves behind illusory echoes, confusing adventurers about its actual location within the maze.
Dimensional Phasing: The Labyrinthine Lurker has the power to phase through solid objects within the maze temporarily. This ability enables it to ambush adventurers by emerging from walls or the floor, making it a formidable opponent.
Labyrinth's Embrace: When the Labyrinthine Lurker closes in on its target, it can envelop them in a temporary pocket dimension. Inside this dimension, time seems to slow down for the trapped adventurer, giving the Lurker an advantage (+2 to hit) in combat.
Killing the Lurker will cause it to dissolve into a caustic pool of black goo. Anyone within 5' of it, when it reaches 0 hp, will be splashed with the black acidic blood and take 1d6 hp of damage per round until the goo is removed. Water is good, any form of alcohol is better.
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I am sitting in a parking lot waiting for my wife to wrap up a work thing. Hopefully, the formating is fine.
1 comment:
The formatting looked fine to me. I thought at first it was an alien, but maybe that's where she got it from?
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