Jason Andresen (order #1578489) - Jump page for Jubei
Jason Andresen (order #1578489) - Jump page for Jubei
Jason Andresen (order #1578489) - Jump page for Jubei
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Sepulchral Lurker<br />
Large Undead<br />
Hit Dice: 8d12+3 (55 hp)<br />
Initiative: +5<br />
Speed: 40 ft. (8 squares), burrow 10 ft.<br />
Armor Class: 22 (–1 size, +1 Dex, +12 natural),<br />
touch 10, flat-footed 21<br />
Base Attack/Grapple: +4/+13<br />
Attack: Claw +8 melee (1d6+5)<br />
Full Attack: 2 claws +8 melee (1d6+5) and<br />
bite +3 melee (1d8+2)<br />
Space/Reach: 10 ft./10 ft.<br />
Special Attacks: Breath weapon, create spawn, frightful<br />
presence, improved grab, rend 2d6+7<br />
Special Qualities: Damage reduction 5/–, darkvision 60 ft.,<br />
undead traits<br />
Sepulchral lurkers were created to guard tombs,<br />
temples, and other places of import found in the<br />
Bloodstone Marches. Most sepulchral lurkers are<br />
linked to a particular place, although my guide<br />
Quimut has told me that some of these creatures roam the<br />
Bloodstone Marches freely.<br />
Sepulchral lurkers are frightening creatures, the mere sight<br />
of one is enough to shake most men’s resolve. They are hunchbacked<br />
beasts standing 8 to 9 feet tall with clawed and powerful<br />
arms. Their skin (where there is any) is a dull<br />
reddish color, and their bones are dark ochre<br />
red. Where their monstrous hearts should<br />
be beats a humanoid heart pulsing with<br />
powerful necromantic magic.<br />
Sepulchral lurkers are found<br />
where treasure, sand, and skeletons<br />
meet, and such was the case when<br />
a group of adventurers and I<br />
ran into one in the remains of<br />
a ruined tomb. Quimut warned<br />
against our entering, but hungry<br />
<strong>for</strong> the knowledge we were<br />
seeking, we pressed<br />
him to go <strong>for</strong>ward.<br />
After winding our<br />
way into the ruin,<br />
we came to a place<br />
where the sandstone<br />
floors gave way to the mingled sight of ancient sand and<br />
scattered skeletons. Quimut said he would go no further. I<br />
152<br />
<br />
Saves: Fort +2, Ref +3, Will +7<br />
Abilities: Str 21, Dex 13, Con —,<br />
Int 8, Wis 12, Cha 14<br />
Skills: Hide +0*, Listen +12,<br />
Move Silently +12, Spot +12<br />
Feats: Improved Initiative, Skill Focus (Hide) B ,<br />
Toughness<br />
Environment: Any desert and underground<br />
Organization: Solitary (plus 2–20 skeletons of various<br />
types under its control)<br />
Challenge Rating: 9<br />
Alignment: Always neutral<br />
Advancement: 9–16 HD (Large); 17–32 HD<br />
(Huge); 33–50 (Gargantuan)<br />
Level Adjustment: —<br />
agreed, but two of our comrades, Gable Hornt and Figan<br />
Blaiy, wished to press on. After a heated discussion, the two<br />
decided to press <strong>for</strong>ward while the rest of us set up camp a<br />
little farther back in the ruins.<br />
We watched them start across the sand occasionally stopping<br />
to pick up something from the ground. When they had<br />
crossed about halfway, the sands and skeletons shook to life. A<br />
sepulchral lurker and half a dozen skeletons suddenly erupted<br />
from the ground around them, barring their way back to us.<br />
I started towards our doomed comrades,<br />
but Quimut took out his<br />
war-fan and barred my way.<br />
The fight (if you can<br />
call two men fleeing <strong>for</strong><br />
their lives such) lasted<br />
less than a minute, and<br />
within seconds of death,<br />
the flesh of the two bodies<br />
dissolved away, leaving<br />
behind two perfectly<br />
polished skeletons. Its work<br />
finished, the sepulchral lurker<br />
and its skeletal cohorts<br />
(including our lost<br />
comrades) burrowed<br />
their way into the<br />
sand where they await<br />
the next set of adventurous<br />
souls to come along. I only hope that those who do will heed<br />
the warning I left on the tomb’s archway.<br />
<strong>Jason</strong> <strong>Andresen</strong> (<strong>order</strong> <strong>#1578489</strong>) 9