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    Lurker Behind

    This vaguely humanoid creature resembles a trio of fused snakes. The heads and tails of the smaller snakes serve as the arms and legs of the larger one.

    Lurker Behind CR 4

    XP 1,200
    NE Medium aberration
    Init +6; Senses darkvision 60 ft., scent; Perception +16

    AC 18, touch 13, flat-footed 15 (+2 Dex, +1 dodge, +5 natural)
    hp 52 (7d8+21)
    Fort +5, Ref +5, Will +7
    Defensive Abilities hidebehind; Immune paralysis, poison

    Speed 30 ft.
    Melee 3 bites +7 (1d6 plus poison)
    Special Attacks outflank, sneak attack +3d6

    Str 11, Dex 15, Con 17, Int 4, Wis 15, Cha 6
    Base Atk +5; CMB +5; CMD 17
    Feats Dodge, Improved Initiative, Mobility, Spring Attack, Weapon Finesse (B)
    Skills Escape Artist +10, Perception +16; Racial Modifiers +4 Perception, +8 Escape Artist
    SQ compression

    Environment any forest
    Organization solitary or pair
    Treasure standard

    Hidebehind (Ex) A lurker behind can use its compression ability to hide behind even the smallest bits of cover. Whenever a lurker behind would have cover, it instead has improved cover.
    Outflank (Ex) A lurker behind is an expert at getting behind its opponents' defenses. Whenever an opponent the lurker behind threatens in melee isn't flanking the lurker behind, the lurker behind counts as flanking that opponent.
    Poison (Ex) Bite—injury; save Fort DC 15; frequency 1/round for 6 rounds; effect 1d2 Str; cure 2 saves. The save DC is Constitution-based.

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