Lurker In Light
Creature 5 — fey
Pre-Remaster content. May include legacy alignment.
ShadeFlankerLANDAERIALfey
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 f
Source: pathfinder-bestiary-2 (Pre-Remaster)
Perception +13; low-light-vision
Languages aklo, common, fey
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
Ref +14
Will +13
HP 72
Immunities blinded
Weaknesses cold-iron 5
Speed 25 feet, fly 25 feet
Offense
Melee Claw (agile, finesse, unarmed) +14, Damage 2d6+2 slashing
Ranged Mote of Light (agile, magical) +14, range increment 10 feet, Damage 2d4+2 force plus Lurkers Glow
Abilities
Blend with Light (move) —
Lurker's Glow (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.
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 (primal) —
Sneak Attack — A lurker in light's Strikes deal an additional 2d6 precision damage to Off-Guard creatures.
Primal Innate Spells DC 22, attack +14
4th Dimension Door (Only when in bright light, and only to an area in bright light)
3rd Blindness, Searing Light
1st Summon Fey, Summon Fey
Cantrips (4th) Dancing Lights, Ghost Sound, Light, Mage Hand
WORKS WELL WITH
FlankerLAND / AERIALA second mobile attacker creates the Off-Guard conditions that let this fey's precision Strikes land more reliably.
SnareLAND / AERIALA controller that inflicts Off-Guard or restricts movement sets up easy precision Strikes while the fey stays airborne out of reach.
PUNISHES
✖ isolated targets✖ low Will✖ melee-only responses
Avoid pairing with another stealth-ambush skirmisher; redundant concealment options crowd initiative without adding board control.
Works well with · Punishes · Pairing advice
Unlock with Tactics
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