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Huge Aberration (Zerg)
Hit Dice: 8d12+64 (128 hp)
Initiative: +1 (-3 Dex, +4 Improved Initiative) 
Speed: 10 ft., burrow 50ft.  
AC: 21 (-3 Dex, -2 size, +16 natural)
Attacks: 2 blades +11 melee, bite +13 melee
Damage: Bone blades 1d8+3, bite 1d8+7
Face/Reach: 10 ft. by 20 ft. / 10 ft.
Special Attacks: Subterranean spines
Special Qualities: Damage reduction 15/+1, fast healing 5, tremorsense 
Saves: Fort +10 , Ref -1 , Will +11
Abilities: Str 24, Dex 5, Con 26, Int 1, Wis 8, Cha 2
Skills: Hide +11, Listen +15, Spot +15
Feats: Improved Initiative, Multiattack
Climate/Terrain: Any land or underground
Organization: Pending
Challenge Rating: 8
Treasure: Nil
Alignment: Always lawful evil
Advancement: Pending 

The lurker's body is shaped similar to that of a scorpion, with six legs and a barbed tail.  Each of its legs ends with a long blade, made entirely of bone that the creature uses to burrow beneath the earth.  At its shoulders a pair of massive spines are set, spines which course through the ground and strike up at unsuspecting prey.  If caught above ground the lurker is slow and ponderous, however when it is beneath the surface it is truly a terrifying opponent.
    Lurkers tunnel through dirt and rock with the same ease and collapse their tunnels behind them making pursuit difficult. 


If caught above ground a lurker strikes out at opponents with its front legs (bone blades) and a vicious bite.  Though these attacks are powerful the creatures true terror is not seen until it strikes from beneath the earth.
    Damage Reduction 15/+1 (Su): The hard shell of the lurker is difficult to penetrate with weapons.  The first 15 points of damage it suffers from each attack is ignored unless the weapon is magical.
    Fast Healing (Ex): Lurkers heal incredibly fast. Each round of combat 5 points of damage is healed.
    Subterranean Spines (Ex): A lurker that is submerged at least 5 feet underground, but not more than 10 feet, can lash out at enemies with the spines set in its back.  These spines streak through the earth (stone or dirt) in a straight line 40 feet out from the lurker. Every 3 feet another set of spines shoots upwards from them bursting from the surface and striking anything caught in their path.  The spines affect every creature (friend or foe) within a path 10 feet wide by 40 feet long inflicting 6d8+10 points of damage (Reflex save [DC 15] halves the damage).  A lurker may make use of this attack once each round.  Lurkers often fight in concert with one another, catching their enemies with multiple spine attacks. 
    Tremorsense (Ex): A lurker can automatically sense the location of anything within 120 feet that is in contact with the ground.