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There is a Legacy version here.

Lurker In Light

As easily as a Darklands predator hides in the unsettling mystery of shadows, a lurker in light disappears into the brightest 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 patterns only their alien intellect understands, but they've been seen to take particular umbrage with dwarves, gnomes, and creatures who live in darkness. With their relentless 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.

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

Elite | Normal | Weak
Proficiency without Level

Weak Lurker In LightCreature 4

Small Fey 
Source Feybound pg. 128
Weak Changes are marked. The -2 damage penalty to non-strike offensive abilities (-4 if the ability is limited, such as spells) is NOT factored in.
Recall Knowledge DC 19 • Fey (Nature)
Perception +11; low-light vision
Languages Aklo, Common, Fey
Skills Acrobatics +12, Nature +9, Occultism +9, Stealth +12, Survival +11
Str +0, Dex +5, Con +2, Int +2, Wis +4, Cha +2
AC 20; Fort +7, Ref +12, Will +11
HP 57; Immunities blinded; Weaknesses cold iron 5
Speed 25 feet, fly 25 feet
Melee [one-action] claw +12 [+8/+4] (agile, finesse), Damage 2d6-2+2 slashingRanged [one-action] mote of light +12 [+8/+4] (agile, magical, range increment 10 feet), Damage 2d4-2+2 force plus lurker’s glowPrimal Innate Spells DC 20, attack +12 (-4 dmg); 4th summon fey, translocate (only when in bright light; and only to an area in bright light); 3rd blindness, holy light, summon fey; Cantrips (3rd) figment, light, telekinetic 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 they enter an area of dim light or darkness, or until they use a hostile action.Lurker’s Glow (light, primal) A creature that takes damage from a lurker in light’s mote of light Strike must attempt a DC 20 Will save.
SuccessThe creature is unaffected and is temporarily immune to lurker’s glow for 24 hours.
FailureThe creature is lined in golden light for 1 minute and can’t be concealed during this time. If the creature becomes invisible, it’s concealed rather than undetected.
Critical FailureAs failure, but the creature sheds bright light in a 20-foot emanation for the duration of the effect. In addition, the creature is dazzled until the end of its next turn.
Ritual Gate [one-action] (primal) Requirements The lurker in light has reduced a living creature to 0 Hit Points on this turn or their previous turn and has a summon fey innate spell available; Effect The lurker in light casts summon fey with only a concentrate trait, using the act of slaughter to replace the normal manipulate traits for the spell. If the fey creature summoned shares the lurker in light’s current goals, 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 off-guard 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 Universe, one of the Elemental Planes, or the First World.

Shelyn's Corner

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