A lurker is a ghost which haunts an object that can reflect an image, most often a mirror. The possessed surface may briefly reflect the true form of the lurker or a twisted version of a creature’s reflection. Its true appearance is a disheveled humanoid shrouded in unnatural shadow with bleeding eyes and long talon-like fingernails.

Summoned Spirit. Normally docile, the lurker can be agitated by summoning its attention. Often this is done by repeating its name or reciting a chant, but some lurkers are agitated simply by touching certain objects or the presence of fire.

Relentless Killer. Once summoned, the lurker will seek to kill any who summoned it. It will rapidly transfer itself to any object in range until close to its victim and then lash out, hoping to blind or disorient its target so as to trap it and finish it off.


Medium undead (spirit), chaotic evil

Armor Class 17
Hit Points 72 (16d8)
Speed 40 ft.


17 (+3)


18 (+4)


11 (+0)


13 (+1)


15 (+2)


17 (+3)

Saving Throws Cha +7
Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities cold, necrotic, poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned, unsettled
Senses truesight 60 ft., passive Perception 11
Languages any languages it knew in life
Challenge 8 (3,900 XP)                              Proficiency Bonus +4

Agony. A creature responsible for summoning or angering the lurker which takes damage from its Lurking Strike trait must make a DC 15 Charisma saving throw. On a failed save, the target takes an additional 21 (6d6) psychic damage and is frightened of the lurker for 1 minute. On a successful save, it only takes half of the damage.

Haunting Presence. While possessing a host, the lurker can create an Intensity 17 spiritfont with range of 100 feet by concentrating for 1 hour. The lurker can create up to 3 connected spiritfonts, with the first one acting as a spiritwell. Each spiritfont must be within 100 feet of another one.

Lurking Strike. While the lurker possesses an object and a creature is within 5 feet of it, the lurker can make an attack against that creature. If the first attack it makes against the creature hits, it is automatically a critical hit. The lurker must immediately manifest itself within the closest unoccupied space after making the attack.


Multiattack. The lurker makes two claw attacks or two dagger attacks. It can only make a dagger attack if it’s armed.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) necrotic damage.

Dagger. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage plus 9 (2d8) necrotic damage.

Possess. The lurker’s possession save DC is 15 (Charisma based). It is a Rider that can possess an object within 10 feet of it. When the lurker possesses a target, its body assumes a spiritual form and is subsumed by its host.