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Lurker In LightCreature 5


NESmallFey
Source Pathfinder Bestiary 2
Perception +13 (low-light vision)
Languages Aklo, Common, Sylvan
Skills Acrobatics +14, Nature +11, Occultism +11, Stealth +14, Survival +13
Str +0, Dex +5, Con +2, Int +2, Wis +4, Cha +2

AC 22; Fort +9; Reflex +14; Will +13;
HP 72
Speed 25 feet (fly 25 feet)
Immunities blinded
Weaknesses Coldiron 5

Claw One Action +14 (+10, +6) to hit (agile, finesse) 2d6+2 Slashing
Mote of Light One Action +14 (+10, +6) to hit (agile, magical, range increment 10) 2d4+2 Force

Low-Light Vision

The monster can see in dim light as though it were bright light, so it ignores the Concealed condition due to dim light.

Blend with Light Reaction (move)

Trigger The lurker in light uses a move action

Requirements The lurker in light is in an area of bright light


Effect The lurker in light becomes Invisible until it enters an area of dim light or darkness, or until it uses a hostile action.

Lurker's Glow (evocation, light, primal)

A creature that takes damage from a lurker in light's mote of light must attempt a DC 22 will save.


Success The creature is unaffected and is temporarily immune to lurker's glow for 24 hours.

Failure The creature is lined in golden light for 1 minute and can't be Concealed during this time. If the creature becomes Invisible, it is concealed rather than being Undetected.

Critical Failure As failure, but the creature sheds bright light in a 20-foot emanation for the duration of the effect. In addition, the creature is Dazzled on its first turn after failing this save.

Effect: Lurker's Glow (Critical Failure)

Ritual Gate One Action (conjuration, primal)

Requirements The lurker in light has reduced a living creature to 0 Hit Points on this turn or its previous turn and has a Summon Fey innate spell available


Effect The lurker in light casts summon fey with only a verbal component, using the act of slaughter to replace the normal material and somatic components for the spell. If the fey creature summoned has the same alignment as the lurker in light, the lurker in light can sustain the summon fey spell for up to 1 hour instead of 1 minute.

Sneak Attack

A lurker in light's Strikes deal an additional 2d6 precision damage to flat-footed creatures.


When the monster Strikes a creature that has the Flat-Footed condition with an agile or finesse melee weapon, an agile or finesse unarmed attack, or a ranged weapon attack, it also deals the listed precision damage. For a ranged attack with a thrown weapon, that weapon must also be an agile or finesse weapon.


Primal Innate Spells (DC 22, +14 to hit)

Cantrips (3rd Level): Dancing Lights, Ghost Sound, Light, Mage Hand
1st Level: Summon Fey (2x)
3rd Level: Blindness, Searing Light
4th Level: Dimension Door (Only when in bright light, and only to an area in bright light)


These malicious and strange fey appear as fairies about 2 feet tall, with insectile wings, large eyes, and bulbous heads. They slaughter and cause mischief in a pattern only their alien intellect understands, but they've been seen to take particular umbrage against dwarves, gnomes, and creatures who live in darkness. With their grudges and pursuit of their own wicked and sadistic whims, lurkers in light deftly overturn the conventional wisdom that creatures associated with light are benign and friendly.

While lurkers in light are fey and have ties to the First World, these creatures are often found elsewhere in the Great Beyond. They are particularly fond of invading the Shadow Plane to bring light to those who dwell there-not to help, but to spread misery and pain among those to whom light is agonizing.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Fey

Creatures of the First World are called the fey.