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Lurker in the Dark

Adversaries Designed by Josh • Art by Humble Squid Creatives

Adversary overview

Wicked Fey creatures who prey upon the fearful, vulnerable, and alone

Lurkers in the dark are wicked Fey creatures who prey upon the fearful, vulnerable, and alone. They resemble nightmarishly distorted people with gray skin, lank hair, and three-fingered, clawed hands. Their limbs move in impossible ways, allowing them to slip through and hide within spaces that seem far too small. They delight in stoking their victim’s fears by whispering from spaces a person couldn’t fit. When the terror crests, the lurkers strike, drag their victims into the dark, and vanish with them.

Secret: Frightened children know that lurkers in the dark can be held at bay by clutching a beloved stuffed animal.

(Description provided by “The Crooked Moon Part Two: Monsters and Adventure Campaign” by Legends of Avantris)

Stat block

Tier
2
Type
Skulk
Difficulty
14
HP
5
Stress
3
Attack mod
+3
Damage thresholds
Minor Damage — Mark 1 HP Minor
Mark 1 HP
9
Major Damage — Mark 2 HP Major
Mark 2 HP
18
Severe Damage — Mark 3 HP Severe
Mark 3 HP

Standard attack

Claw
Range: Melee
Damage: 2d8+3
Attack Mod: +3
Damage Type: Physical

Features

Passives

  • Relentless (2)

    This adversary can be spotlighted up to 2 times per GM turn. Spend Fear as usual to spotlight them.

  • Nightmarish Contortion

    The lurker can fit into a space as small as a 1-foot cube and can pass through a space as narrow as 1 inch without issue.

  • Wall Walk

    The lurker can climb difficult surfaces, including along ceilings.

  • Ward of Innocence

    The lurker can’t attack or willingly move to a space within Very Close range of a creature holding a stuffed animal once owned by a child.

Actions

  • Shadow Grasp
    stress 1

    If the Lurker succeeds on an attack against a target, Mark a Stress to grapple the target. While the condition persists, the target has the Restrained condition (DC 14 Strength Reaction Roll to break the grapple).

Reactions

  • Dark Teleport
    fear 1

    While the lurker isn’t in Bright Light, it teleports up to Far Range to a space it can see. If the destination space isn’t in Bright Light, the lurker doesn’t need to see it. A creature the lurker is grappling must succeed on a DC 13 Presence Reaction Roll or teleport with the lurker to an unoccupied space closest to the lurker’s destination.

Motives & tactics

Surprise Prey on the weak

Experiences

  • Shadowborn +2
  • Contortionist +2

Lurker in the Dark

Tier 2 skulk

Wicked Fey creatures who prey upon the fearful, vulnerable, and alone

Motives & Tactics: Surprise, Prey on the weak

Difficulty: 14 | Thresholds: 9 / 18 | HP: 5 | Stress: 3

ATK: +3 | Claw: Melee | 2d8+3 Physical

Experience: Shadowborn +2, Contortionist +2

HP:

Stress:

Features

Relentless (2) – Passive: This adversary can be spotlighted up to 2 times per GM turn. Spend Fear as usual to spotlight them.

Nightmarish Contortion – Passive: The lurker can fit into a space as small as a 1-foot cube and can pass through a space as narrow as 1 inch without issue.

Wall Walk – Passive: The lurker can climb difficult surfaces, including along ceilings.

Ward of Innocence – Passive: The lurker can’t attack or willingly move to a space within Very Close range of a creature holding a stuffed animal once owned by a child.

Shadow Grasp – Action: If the Lurker succeeds on an attack against a target, Mark a Stress to grapple the target. While the condition persists, the target has the Restrained condition (DC 14 Strength Reaction Roll to break the grapple).

Dark Teleport – Reaction: While the lurker isn’t in Bright Light, it teleports up to Far Range to a space it can see. If the destination space isn’t in Bright Light, the lurker doesn’t need to see it. A creature the lurker is grappling must succeed on a DC 13 Presence Reaction Roll or teleport with the lurker to an unoccupied space closest to the lurker’s destination.

Discussion

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