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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

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