Wednesday, May 4, 2011

VG Meet DnD: The Lurker from the Dead Space Series

[Necromorphs are the reanimated corpses of the dead, reshaped into horrifying new forms by a mysterious curse.]


Small projectiles launch from the sinewy tentacles of a humanoid creature up ahead. It rushes up the wall on all fours and growls at you menacingly from its perch on the side of the passage.

These creatures serve as the artillery for the curse. Created from children or the bodies of halflings, gnomes or other small sized humanoids they undergo a painful transformation that turns their intestines into launching devices for small bone shards.

Strategies and Tactics

A lurker uses its climb speed to attain a position out of the reach of melee combatants and then proceeds to hide and wait for an ambush. When the trap is sprung it launches bone shards at the opponents and lashes out at enemies who get to close by stabbing at foes with its spike-tipped tentacles.


Environment: As an unnatural monster lurkers can be found anywhere the curse has been unearthed. However they are likely to inhabit areas where their skills can be put to use. Fighting in places with varying heights or with difficult terrain to deter opponents from closing.

Typical Physical Characteristics: Lurkers appear as small naked humanoids with three spiked tentacles projected from their backs underneath the shoulder blades. In addition several small appendages grow from the remains of their stomach which assist them while they climb sheer surfaces.

Alignment: Lurkers are always neutral evil.

Typical Treasure

Lurkers don’t keep treasure and are unlikely to be found with any remains from before their transformation.

For Player Characters

A spellcaster of eleventh level or higher can create a lurker with the create undead spell.

Lurker                                    CR 2
Always NE Small undead
Init +4 Senses Darkvision 60ft; Listen +2, Spot +2
Languages understands creator’s orders; understands telepathic commands

AC 15, touch 15, flat-footed 11
    (+1 Size, +4 Dex)
hp 12 (2 HD); fast healing 5
Immune undead immunities
Fort +0, Ref +4, Will +3

Speed 40ft; Climb 30ft
Melee 3 tentacle spikes -1 (1d4)
Ranged 3 bone shard +3 (1d4)
Space 5ft; Reach 5ft
Base Atk +1; Grp -4

Abilities Str 10, Dex 18, Con -, Int 6, Wis 13, Cha 4
SQ strategic dismemberment, undead qualities
Feats Multiattack
Skills Hide +12, Listen +2, Move Silently +8, Spot +2
Advancement 3-12 (small)

Fast Healing (Ex) Damage dealt to a lurker’s tentacles or head cannot be healed by its fast healing ability. See Strategic Dismemberment below.

Strategic Dismemberment (Ex) The tentacles and head of a lurker can be attacked independently of its main form (AC 17). Each appendage has a fourth of the lurker’s hp. This damage cannot be healed by the lurker’s fast healing ability. While nothing happens if the lurker loses its head when a tentacle is destroyed the lurker loses one of its melee and ranged attacks. If all three of the tentacles are dismembered the lurker is destroyed as if it had reached 0 hit points.

Lurker Lore
Characters with ranks in Knowledge (religion) can learn more about lurkers. When a character makes a successful check, the following lore is revealed, including the information from the lower DCs.