# Spectral Lurker >[!rimg]+ > ![[Placeholder2.png]] > >[!debug]+ > >touchMelee/Ranged: +10/+18 > >Secondary: +5/+13 > >Multiattack: +8/+16 > >M/R_PA: +10/+18 > >2nd/PA: +5/+13 > >MA_PA: +8/+16 > >Itterative: 3 > > xDmg:: Str: +0; Str2: +0; StrOH: +0; StrPA: +0; StrPA2H: +0; StrPAOH: +0 > > xDCs:: Str: 18; Dex: 26; Con: 23; Int: 18; Wis: 20; Cha: 22 > > xFeat:: 6/8 (2) > > > > > > xLang:: 0/0 (0) <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** 20, 20 touch, 12 flat-footed (+4 deflection, +8 Dex, -2 size) **hp** 144 (16d8+80) **Fort** +10, **Refl** +13, **Will** +12 **Feint** 32, **Demoralize** 28 **DR** 15/magic; **SR** 28 #### offense **Speed** 50 ft., fly 40 ft. (perfect) **Melee** incorporeal touch +6 (1d6 cha drain) **Space** 15 ft., **Reach** 10 ft. **Special Attacks** dexterity drain, ghost touch attacks, incorporealize #### statistics **Str** —, **Dex** 27, **Con** 21, **Int** 10, **Wis** 14, **Cha** 18 **BAB** +12, **CMB** +14, **CMD** 36, **TA** +10, **RTA** +18 **Feats** [[Alertness]], [[Dodge]], [[Improved Initiative]], [[Mobility]], [[Multiattack]], [[Spring Attack]] **Skills** Fly +31, Perception +25, Sense Motive +22, Stealth +23 **Languages** #### special abilities ### Dexterity Drain (Su) A creature grappled by a spectral lurker must make a Fortitude save (DC 22) or be drained of 1d6 points of Dexterity. This saving throw must be made each round the opponent remains grappled. ### Ghost Touch Attacks (Su) A spectral lurker's tentacle and bite attacks deal normal damage to corporeal creatures. Essentially, the lurker can consider its mouth and tentacles as corporeal or incorporeal an any given time, whichever is more beneficial to the creature. ### Incorporealize (Su) A creature grappled and pinned by a spectral lurker's tentacles must succeed on a Fortitude save (DC 22) or become incorporeal itself. This effect temporarily grants the creature the incorporeal subtype (as long as in remains grappled by the spectral lurker), but doesn't automatically allow it to escape the lurker's grapple due to the lurker's ability to make ghost touch attacks. If a victim becomes corporeal while inside a material object (such as a solid wall), in is shunted of to the nearest open space and takes 1d6 points of damage per 5 feet that it so travels. #### 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 col- oration 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 dis- tance. 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.