Difference between revisions of "Lemure"

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Lemure have '''natural immunities''' to [[Sleep (spell)|sleep]] and [[Charm|charm]], as well as attacks from [[Cold Attacks|cold attacks]], [[Natural Fire|natural]] and [[Magical Fire|magical fire]], and [[Gas|gas]]; these immunities apply to spells as well as other kinds of attack.
 
Lemure have '''natural immunities''' to [[Sleep (spell)|sleep]] and [[Charm|charm]], as well as attacks from [[Cold Attacks|cold attacks]], [[Natural Fire|natural]] and [[Magical Fire|magical fire]], and [[Gas|gas]]; these immunities apply to spells as well as other kinds of attack.
  
They can '''regenerate''' 2 hit points per round,  
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They can '''regenerate''' 2 [[Hit Points|hit points]] per [[Combat Round|round]], restoring damage at this rate as their [[Wounds|wounds]] automatically close before they can bleed.
  
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It requires '''magic to hit''' these creatures.
Lemure are able to [[regenerate]] 2 hp per round, [[Healing|healing]] damage at this rate while wounds are automatically closed.
 
  
They can teleport at will, cannot be hit except with [[Magic Weapon|magic weapons]] and they possess [[Ultravision (spell)|ultravision]]. If pressed, they will '''gate''' in another being like themselves, which merely sends a call to another lemure, which teleports to the summoning creature's location. They're able to do this more often, but they won't, as it makes them look weak before their masters.
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'''[[Ultravision]]''' enables the lemure to see natural light that's normally invisible to [[Humanoid|humanoid]] eyes, effectively [[Illumination|illuminating]] darkness to the intensity of dusk or dawn.
  
At will, they can produce the effects of [[Suggestion (spell)|suggestion]], [[Know Intent (spell)|know intent]], [[Fear (spell)|cause fear]] and [[Animate Dead (spell)|animate dead]], performing these with a 3rd level ability.
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''''''[[Gate]]''' can be employed to materialize another lemure with a 25% chance of success.  They will attempt to do this early in the fight, before serious [[Melee|melee]] is engaged.
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'''[[Teleport]]''' allows the demon to flick from place to place during a fight, or move to safety when they feel truly threatened.
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Once per day they are able to '''cast the following spells''': [[Suggestion (spell)|suggestion]], [[Know Intent (spell)|know intent]], [[Fear (spell)|cause fear]] and [[Animate Dead (spell)|animate dead]].  These are performed at the 3rd level of ability.  Typically, the lemure will teleport to a safe distance before beginning to cast.
  
  
 
See [[Bestiary]]
 
See [[Bestiary]]

Revision as of 22:32, 18 October 2021

Lemure
Species chthonic (devil)
No. Appearing 5–30
Behaviour mind slaves
Range Hell, ruin, subterranean
Size 5 ft. 7 in. tall
Weight 260 lbs.
Intelligence 8–9
Armour Class 7
Hit Dice 3
Action Points 4
Max. Stride {{{stride}}}
THAC0 19
Hp/Die d8
Attack Forms fist
Damage 2–8
Special Attacks immunities, magic to hit, regeneration,
spellcasting, summoning, teleport,
ultravision

Lemure, and sometimes called "devil-lemure," are a form of devil rarely appearing on the prime material plane. They possess a great hatred for living creatures and an intense reverence towards their masters, the lesser and greater devils who rule over lemure as slaves. Lemure take almost no part in tormenting the Damned; they serve in other ways.

Lemure image.jpg

Behaviour

Most devils, unlike demons, rarely venture beyond their place of origin. Lemure, however, are the commonest form to find in the world. Unlike the traditional image of a "devil," lemure are often misunderstood and wrongly identified as undead when they appear. This is supported by the common appearance of lemure on battlefields or near graveyards, for they are vengeful and take pleasure from desecrating the dead. This includes removing corpses from tombs; it's not known why. Some have argued it's to punish the dead in Hell, that their memory will be lost to the living; but this claim has found no evidence to support it.

They lurk upon battlefields with the hopes of catching stray soldiers who have fled in cowardly fashion from the fray. Each lemure of the number appearing will attempt to seize and return to Hell with a single victim, who will be feasted upon by the lemure's masters. It is especially the live victims, with their souls intact, that are desired.

Advantages

Lemure have natural immunities to sleep and charm, as well as attacks from cold attacks, natural and magical fire, and gas; these immunities apply to spells as well as other kinds of attack.

They can regenerate 2 hit points per round, restoring damage at this rate as their wounds automatically close before they can bleed.

It requires magic to hit these creatures.

Ultravision enables the lemure to see natural light that's normally invisible to humanoid eyes, effectively illuminating darkness to the intensity of dusk or dawn.

'Gate can be employed to materialize another lemure with a 25% chance of success. They will attempt to do this early in the fight, before serious melee is engaged.

Teleport allows the demon to flick from place to place during a fight, or move to safety when they feel truly threatened.

Once per day they are able to cast the following spells: suggestion, know intent, cause fear and animate dead. These are performed at the 3rd level of ability. Typically, the lemure will teleport to a safe distance before beginning to cast.


See Bestiary