Summon Lock Lurker (Priest Spell)

==Faiths & Avatars Text==
Within one round of casting this spell, the priest magically conjures 1d3 lock lurkers. (Lock lurkers are detailed in FRQ1 The Haunted Halls of Eveningstar and the MONSTROUS COMPENDIUM Annual Volume One.) The lock lurkers appear in an area within spell range, as desired by the caster. They follow simple instructions of the caster, who is conveyed the ability to communicate basic concepts verbally to them for the duration of the spell (though the caster cannot understand the lurkers in turn). They are typically set to guard treasure, small areas such as the interiors of chests, bags, ot pouches, or the person of the caster.
These creatures do not check morale. They vanish when slain or when the spell duration expires.
The material component of this spell is a gold coin.
==Priest's Spell Compendium Text==
Within one round of casting this spell, the priest magically conjures 1d3 lock lurkers. The lock lurk­ers appear in an area within spell range, as desired by the caster. They follow simple instructions of the caster, who is conveyed the ability to communicate basic concepts verbally to them for the duration of the spell (though the caster cannot understand the lurkers in turn). They are typically set to guard treasure, small areas such as the interiors of chests, bags, or pouches, or the person of the caster.
These creatures do not check morale. They vanish when slain or when the spell duration expires.
The material component is a gold coin.
Notes: Granted by the lesser power Waukeen Merchant's Friend of the Forgotten Realms setting.
Lock Lurker: AC 3; MV 9; HD 1+3; THAC0 19; #AT 1; Dmg 1 (bite), 1d4+5 (sting); SA paral­ysis; SD partial etherealness; SZ T (1” body, 1' tail; ML elite (13-14); Int low (6); ALN; XP 175.
The lock lurker's body looks like a coin, but it has a powerful tail that exists on the Ethereal Plane until the creature strikes. Usually found as a guardian creature or as a lurking predator that feeds on small vermin, the lock lurker bite cannot pierce metal. The sting can pierce any armor, its whip-like attack stuns smaller than man-sized creatures for 1d2 rounds. The poison slows the creature on the round following the strike, at which time a saving throw vs. poison is made. Success slows the victim a second round, followed by full recovery. Failure rigidly paralyzes for 1d6 hours, followed by 1d2 rounds slowed, followed by full recovery.
Category:Priest Spells
Category:Spells from Faiths & Avatars
Category:Spells