Lurking Terror

Core (LM)Supplementals (3.5)

Requirements

Skills: Hide 8 ranks , Move Silently 8 ranks

Type: Undead.
Special: If the character possesses the incorporeal subtype, it need not meet the Move Silently requirement.

Hit Die
d12
Skill Points
4+ Int

Class Skills

ClimbSTR
Escape ArtistDEX
HideDEX
JumpSTR
ListenWIS
Move SilentlyDEX
SearchINT
SpotWIS

Advancement

Level BAB Fort Ref Will Special
1st +0 +0 +0 +2 Deathly power
2nd +1 +0 +0 +2 Improved darkvision
3rd +2 +1 +1 +3 Hide in plain sight

Weapon and Armor Proficiency: Lurking terrors gain no proficiency with any weapons, armor, or shields.

Deathly Power (Ex): A lurking terror adds its class level to any save DCs for the extraordinary and supernatural special attacks possessed by an undead creature of its kind. This ability has no effect on the lurking terror’s spells or spell-like abilities, nor on any special abilities gained from its nonundead kind (such as a vampiric medusa’s petrifying gaze), feats, or class features (such as the assassin’s death attack).

For example, a vampire that becomes a 1st-level lurking terror increases the DC of its dominate and energy drain special attacks by 1. If the vampire were also a sorcerer with the Stunning Fist feat, neither its spell save DCs nor the save DC for its stunning attacks would be affected.

Improved Darkvision (Ex): At 2nd level, the effective distance of a lurking terror’s darkvision improves to 90 feet. (If the lurking terror doesn’t already have darkvision, it gains darkvision out to 60 feet.)

Hide in Plain Sight (Ex): At 3rd level, a lurking terror can use the Hide skill even while being observed, as long as it has cover or concealment.