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PFS StandardLurker In 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.

Recall Knowledge - Fey (Nature): DC 20
Unspecific Lore: DC 18
Specific Lore: DC 15

Elite | Normal | Weak
Proficiency without Level

Lurker In LightCreature 5

Legacy Content

NE Small Fey 
Source Bestiary 2 pg. 169 2.0
Perception +8; low-light vision
Languages Aklo, Common, Sylvan
Skills Acrobatics +9, Nature +6, Occultism +6, Stealth +9, Survival +8
Str +0, Dex +5, Con +2, Int +2, Wis +4, Cha +2
AC 17; Fort +4, Ref +9, Will +8
HP 72; Immunities blinded; Weaknesses cold iron 5
Speed 25 feet, fly 25 feet
Melee [one-action] claw +9 [+5/+1] (agile, finesse), Damage 2d6+2 slashingRanged [one-action] mote of light +9 [+5/+1] (agile, magical, range increment 10 feet), Damage 2d4+2 force plus lurker's glowPrimal Innate Spells DC 17, attack +9; 4th dimension door (only when in bright light, and only to an area in bright light), summon fey; 3rd blindness, searing light, summon fey; Cantrips (3rd) dancing lights, ghost sound, light, mage hand
Blend with Light [reaction] 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 17 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.
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.

Sidebar - Advice and Rules Greater Ritual Gates

Well-versed and knowledgeable lurkers in light can lead groups of their kind in a more advanced Ritual Gate to enable travel to other planes, rather than just summoning. Doing so requires the sacrifice of a creature of equal or greater size to the lurker in light who wishes to travel the planes. Multiple lurkers in light can travel in this way, but this requires multiple sacrifices. The creation of a greater Ritual Gate is a 1-hour activity, at the end of which all affected lurkers in light travel to the same plane, chosen from the Material Plane, one of the Elemental Planes, or the First World.