# Spectral Lurker >[!rimg]+ > ![[Placeholder2.png]] <div class="grid-container"><div class="MON">Spectral Lurker</div> <div class="CR">CR 17 (102,400 XP)</div> <div class="SOU">Fiend Folio</div> <div class="SYS">Dungeons & Dragons 3.5</div></div> NE Huge Aberration (incorporeal) **Init** +12 **Senses** blindsight 60 ft., darkvision 60 ft., all-around vision; **Perception** +25 #### defense **AC** 21, 21 touch, 12 flat-footed (+4 deflection, +8 Dex, +1 dodge, -2 size) **hp** 168 (16d8+96) **Fort** +10, **Refl** +13, **Will** +12 **Feint** 32, **Demoralize** 28 **Defensive Abilities** incorporeal **DR** 15/magic; **SR** 28 #### offense **Speed** 50 ft., fly 40 ft. (perfect) **Melee** 2 tentacles +18 touch (1d8+12 plus 1 Strength drain and grab), bite +16 touch (2d6+12) **Space** 15 ft., **Reach** 10 ft. **Special Attacks** constrict (2d6+12 plus 1 Strength drain), incorporealize #### statistics **Str** —, **Dex** 27, **Con** 21, **Int** 10, **Wis** 14, **Cha** 18 **BAB** +12, **CMB** +22, **CMD** 37, **TA** +10, **RTA** +18 **Feats** [[Alertness]], [[Dodge]], [[Improved Initiative]], [[Mobility]], [[Multiattack]], [[Piranha Strike]], [[Spring Attack]], [[Toughness]] **Skills** Fly +31, Perception +25, Sense Motive +22, Stealth +23 **Languages** **SQ** agile combatant, ghost touch #### special abilities ### Agile Combatant (Ex) A spectral lurker adds its Dexterity bonus to attack rolls and damage rolls. ### Strength Drain (Su) If it grapples a foe, an spectral lurker drains strength at the end of its turn, dealing 1d6 Strength drain. If a creature is drained to 0 Strength, it automatically becomes incorporeal in addition to being paralyzed. ### Ghost Touch (Su) A spectral lurker can choose to affect marital objects as if it were a corporeal creature. ### Incorporealize (Su) A creature that ends it turn grappled by a spectral lurker's tentacles must succeed on a DC 22 Fortitude save or become incorporeal itself. This effect temporarily grants the creature the incorporeal subtype. If a victim breaks free of the spectral lurker and becomes corporeal while inside a material object (such as a solid wall), he is shunted to the nearest open space and takes 1d6 points of damage per 5 feet moved. #### ecology **Terrain** Any land or underground **Organization** Solitary **Advancement** 17–22 HD (Huge); 23–48 HD (Gargantuan) A spectral lurker waits in the dark places where only the brave and foolhardy go. Drawn to a dungeon, an abandoned keep, or a cavernous space, a lurker bides its time, hoping for a meal to pass by. A lurker’s body is roughly ovoid in shape. From it sprout two long tentacles and two eyes on long, prehensile stalks. Below these four appendages sits a large mouth filled with sharp teeth. The coloration of a lurker’s hide is nearly always the faded gray of stone, but its tentacles and mouth give off a faint, white glow. A spectral lurker is often mistaken for an unusual-looking ghost when spotted at a distance. Those who seek to put the “ghost” to rest are one of the most common sources of food for the creature. Spectral lurkers speak Undercommon. ### Combat A spectral lurker hides in walls, floors, and ceilings of enclosed spaces— dungeons, caverns, and so on—waiting for a tasty morsel to pass nearby. When likely prey makes an appearance, it strikes with its tentacles, wrapping a victim up, turning it incorporeal, then dragging it inside a solid surface before