Lemure: Difference between revisions

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| Min-CR = 1
| Min-CR = 1
| Max-CR = 8
| Max-CR = 40
   <!-- Use to define the range of CR's this monster may be moved up and down in the Million Monster Machine.  
   <!-- Use to define the range of CR's this monster may be moved up and down in the Million Monster Machine.  
         Default is lower by two CR's, and upward by 5 CR's. Should never lower a CR below 1, or raise it above 40. -->
         Default is lower by two CR's, and upward by 5 CR's. Should never lower a CR below 1, or raise it above 40. -->
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| Image=<onlyinclude>{{#ifeq:{{{transcludesection|Image}}}
| Image=<onlyinclude>{{#ifeq:{{{transcludesection|Image}}}
| Image | Lemure-1.png
| Image | Lemure-2.png
   <!-- Value: file name and extension only (e.g. monster_picture.jpg) -->
   <!-- Value: file name and extension only (e.g. monster_picture.jpg) -->
   }}</onlyinclude>
   }}</onlyinclude>
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| Description=<onlyinclude>{{#ifeq:{{{transcludesection|Description}}}
| Description=<onlyinclude>{{#ifeq:{{{transcludesection|Description}}}
| Description | When a spirit arrives in the Hells, the first thing that happens is that is it savaged. The devils rend and tear, subjecting the luckless thing to the most horrible of torments, tearing away scraps of its essence for...uses. The Devils break and flay and tear away everything from the luckless soul, until they have distilled it down to only two urges: The Will to Evil, and The Urge to Obey.
| Description | When a spirit arrives in the Hells, the first thing that happens to it is savagery. The devils rend and tear, subjecting the luckless thing to the most horrible of torments, tearing away scraps of its essence for...uses. The Devils break and flay and tear away everything from the luckless soul, until they have distilled it down to only two urges: The Will to Evil, and The Urge to Obey.


These mutilated things manifest upon the Prime as masses of skinless almost-flesh, so flimsy they can tear out their own bones for use as weapon, yet weirdly hard to hurt, they are so vague.  Deprived of so much of their form that they cannot even make legs, they simply ooze and drag themselves around like huge, horrible, snails. They can drag themselves aloft with horrid ease, and can be found throwing themselves in disciplined waves at foes, their horrendous groans haunting their foes.  
These mutilated things manifest upon the Prime as masses of skinless almost-flesh, so flimsy they can tear out their own bones for use as weapon, yet weirdly hard to hurt, they are so vague.  Deprived of so much of their form that they cannot even make legs, they simply ooze and drag themselves around like huge, horrible, snails. They can drag themselves aloft with horrid ease, and can be found throwing themselves in disciplined waves at foes, their horrendous groans haunting their foes.  
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   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->


| Nudge-Ambush-Chance =  
| Nudge-Ambush-Chance = 1
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4
         NOTE: minuses improve the chance for ambushes, and pluses make ambushes LESS likely.
         NOTE: minuses improve the chance for ambushes, and pluses make ambushes LESS likely.
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   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeHitPoints = 8
| NudgeHitPoints = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = 8|1 = 15|2 = 25|3 = 50|4 = 100|5 = 200|6 = 400|7 = 600|8 = 800}}
   <!-- Values: any positive or negative number, or leave blank. Added to the base HP total (after role, if any) -->
   <!-- Values: any positive or negative number, or leave blank. Added to the base HP total (after role, if any) -->


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   <!-- Put any 'immunity' or 'hardened' values here;
   <!-- Put any 'immunity' or 'hardened' values here;
         immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added
         immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added
           '''''Hardened (damage):'''''
           '''''Hardened (1/2 damage):'''''
           '''''Immune (no effect):'''''                                                                  -->
           '''''Immune (no effect):'''''                                                                  -->


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   <!-- If the monster has a given movement type, list the speed, in feet (just the number only), below;  
   <!-- If the monster has a given movement type, list the speed, in feet (just the number only), below;  
         if they don't have that movement type, leave it blank                    -->
         if they don't have that movement type, leave it blank                    -->
| Move-Type-Walk-Speed = 20
| Move-Type-Walk-Speed = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = 20|1 = 30|2 = 30|3 = 40|4 = 40|5 = 50|6 = 50|7 = 60|8 = 60}}
| Move-Type-Burrowing-Speed =  
| Move-Type-Burrowing-Speed =  
| Move-Type-Tunneling-Speed =  
| Move-Type-Tunneling-Speed =  
| Move-Type-Earth-Glide-Speed =  
| Move-Type-Earth-Glide-Speed =  
| Move-Type-Lesser-Climb-Speed = 20
| Move-Type-Lesser-Climb-Speed = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = 20|1 = 30|2 = 30|3 = 40|4 = 40|5 = 50|6 = 50|7 = 60|8 = 60}}
| Move-Type-Greater-Climb-Speed =  
| Move-Type-Greater-Climb-Speed =  
| Move-Type-Brachiating-Speed = 20
| Move-Type-Brachiating-Speed = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = 20|1 = 30|2 = 30|3 = 40|4 = 40|5 = 50|6 = 50|7 = 60|8 = 60}}
| Move-Type-Vaulting-Speed =  
| Move-Type-Vaulting-Speed =  
| Move-Type-Hover-Speed =  
| Move-Type-Hover-Speed =  
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   <!-- Values: Y (for yes), or leave blank (for no) -->
   <!-- Values: Y (for yes), or leave blank (for no) -->


| RangedAtkIncrementDistance = 30
| RangedAtkIncrementDistance = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = 20|1 = 30|2 = 30|3 = 40|4 = 40|5 = 50|6 = 50|7 = 60|8 = 60}}
   <!-- Range increment in feet (e.g. 20 ft.); -2 to hit per increment after first -->
   <!-- Range increment in feet (e.g. 20 ft.); -2 to hit per increment after first -->


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<!--  ABILITY SCORES  -->
<!--  ABILITY SCORES  -->
<!--  Values: Numbers only!  If the monster doesn't have an INT or CON score, just put "0" (without the quotes) -->
<!--  Values: Numbers only!  If the monster doesn't have an INT or CON score, just put "0" (without the quotes) -->
| Str = 16
| Str = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = 16|1 = 20|2 = 24|3 = 26|4 = 28|5 = 30|6 = 32|7 = 34|8 = 36}}
| Dex = 12
| Dex = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = 12|1 = 16|2 = 20|3 = 24|4 = 26|5 = 28|6 = 30|7 = 32|8 = 34}}
| Con = 16
| Con = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = 16|1 = 20|2 = 24|3 = 26|4 = 28|5 = 30|6 = 32|7 = 34|8 = 36}}
| Int = 6
| Int = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = 6|1 = 8|2 = 8|3 = 10|4 = 10|5 = 12|6 = 12|7 = 12|8 = 12}}
| Wis = 12
| Wis = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = 12|1 = 14|2 = 14|3 = 16|4 = 16|5 = 16|6 = 16|7 = 16|8 = 16}}
| Cha = 12
| Cha = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = 12|1 = 14|2 = 14|3 = 16|4 = 16|5 = 16|6 = 16|7 = 16|8 = 16}}




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<!--  OUT OF COMBAT  -->
<!--  OUT OF COMBAT  -->


| OutOfCombat = Lemures are weak, but burning with ambition to not be Lemures any more. If you can stomach their utter, abominable nature, they make excellent thugs, minions, and followers, although if they even think they can profit from a well-organized rebellion, they will turn against a non-lawful-evil commander without hesitation.
| OutOfCombat = Lemures have weak abilities, powers, and capabilities compared to a proper Devil, but can be imbued with raw might upon summoning based upon the strength of their summoner. As a result, they are remarkably flexible and malleable, and despite their generally poor abilities, can 'keep up' with any master, no matter the challenge level. No master would ever summon a Lemure stronger than they are, of course, as the Lemure would betray and destroy them immediately, in an attempt to elevate their miserable state.
 
If there is one constant, it is that Lemures are all burning with ambition to not be Lemures any more. If you can stomach their utter, abominable nature, they make excellent thugs, minions, and followers, although if they even think they can profit from a well-organized rebellion, they will turn against a non-lawful-evil commander without hesitation.


They can and will work well with almost any monstrous sort, and Lemures can be found as guards, servants, advisors, and shock troops for an astonishing number of other monsters. Lemures are easy to summon, plentiful, and eager to serve well. Just expect them to be horribly, morbidly, Evil.
They can and will work well with almost any monstrous sort, and Lemures can be found as guards, servants, advisors, and shock troops for an astonishing number of other monsters. Lemures are easy to summon, plentiful, and eager to serve well. Just expect them to be horribly, morbidly, Evil.

Latest revision as of 21:29, 7 January 2023

Lemure (CR 1)

Lawful Evil - Medium - Outsider (Devil)
Lore: Know (Planes)
2 17
Basic DC Full DC
Initiative
Initiative Icon 2.png
3
Perception:
13 +3
Passive Active
Ambush:
11+
on a d20

Senses:

Movement Types:

Defense

AC
Shield Icon 3.png
14
Man Def
Shield Icon 3.png
15
Monster Health
39 19 2
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +0
Refl: +0
Will: +5

Strong Against:

Weak Against:

Offense

Size: Medium
5 ft. 5 ft.
Space Reach
To-Hit
+4
Sword Icon 3.png
Man Off
+3
Sword Icon 3.png
Action
0
Points

Standard Attack (Melee):

  • 1x Bony Smash +4 (1d4/19-20 x2)
    as bludgeoning (physical, common)

Full Attack (Melee):

  • 3x Bony Smash +4 (1d4/19-20 x2)
    as bludgeoning (physical, common)

Standard Attack (Ranged):

  • 1x Bony Throw +3 (1d4/19-20 x2)
    as bludgeoning (physical, common)
    (Increment: 20 ft.; Max Range: 100 ft.)

Full Attack (Ranged):

  • 3x Bony Throw +3 (1d4/19-20 x2)
    as bludgeoning (physical, common)
    (Increment: 20 ft.; Max Range: 100 ft.)

Siege Damage: Not siege capable

Statistics

16
STR
12
DEX
16
CON
6
INT
12
WIS
12
CHA

Skills:

Languages: Common, Infernal

Feats:

Special Abilities

Hopeless Groan (Su) Standard

As a Standard Action, a Lemure can open its shapeless mouth and emit a low, hollow, guttural groan, the weight of their horrific damnation freighted in the sound. All enemy creatures in a fifteen foot cone adjacent to the Lemure's space (a 3x3x3 space which must share a corner or an edge with the Lemure's space) suffer 1d4 points of sonic (energy, common) damage. Creatures who are Blind to Sound are Immune to this damage, and a Fort saving throw made against a DC of 14 will reduce the damage by half.

Lemure

Lemure

When a spirit arrives in the Hells, the first thing that happens to it is savagery. The devils rend and tear, subjecting the luckless thing to the most horrible of torments, tearing away scraps of its essence for...uses. The Devils break and flay and tear away everything from the luckless soul, until they have distilled it down to only two urges: The Will to Evil, and The Urge to Obey.

These mutilated things manifest upon the Prime as masses of skinless almost-flesh, so flimsy they can tear out their own bones for use as weapon, yet weirdly hard to hurt, they are so vague. Deprived of so much of their form that they cannot even make legs, they simply ooze and drag themselves around like huge, horrible, snails. They can drag themselves aloft with horrid ease, and can be found throwing themselves in disciplined waves at foes, their horrendous groans haunting their foes.

They are called Lemures, for the hopeless lost that they are.

But Lemures have a path to advance. They are not hopeless. If they commit enough chilling, horrific, Evil, and work well with their fellow seekers of Evil, a Lemure can work its way up from its miserable state.

And they want, ever so badly, to stop being a Lemure.

Combat Tactics

Lemure are dumb, but disciplined. If they have been given a task they work tirelessly to complete it, but they work best in numbers. A single Lemure is not a happy Lemure. Although, no lemure is ever really happy....

Lemures will attempt to lay ambushes (even though they're not especially good at them, they certainly try) and will actively work together to set up flanks and otherwise 'gang up' on their foes. By far their favorite attack form is their awful Hopeless Groan, and since it only affects enemies, they will use it with impunity.

If Lemures are allowed to stack up a large number of Groans, they can severely damage a party quickly, and thus, fighting them with widely spaced melee fighters or lots of ranged attacks works best...unless their opponents are truly durable.

Enemies that seem to be Immune to Hopeless Groan will cause them to wrench long bones out of their heaving flesh, and either smash with them or throw them long distances.

Lemures are fearless, and will attack to the death, although they will also often try to send one of their number to alert allies...if they have any.

Out of Combat

Lemures have weak abilities, powers, and capabilities compared to a proper Devil, but can be imbued with raw might upon summoning based upon the strength of their summoner. As a result, they are remarkably flexible and malleable, and despite their generally poor abilities, can 'keep up' with any master, no matter the challenge level. No master would ever summon a Lemure stronger than they are, of course, as the Lemure would betray and destroy them immediately, in an attempt to elevate their miserable state.

If there is one constant, it is that Lemures are all burning with ambition to not be Lemures any more. If you can stomach their utter, abominable nature, they make excellent thugs, minions, and followers, although if they even think they can profit from a well-organized rebellion, they will turn against a non-lawful-evil commander without hesitation.

They can and will work well with almost any monstrous sort, and Lemures can be found as guards, servants, advisors, and shock troops for an astonishing number of other monsters. Lemures are easy to summon, plentiful, and eager to serve well. Just expect them to be horribly, morbidly, Evil.

Rewards

XP: 400

Treasure: Sellable Goods worth 219 gp.

Weight: 10 lbs.     Volume: 0.4 cu. ft.

Optional Treasure Rules: Roll a d20 on Table 1 below once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.

Table 1: Remnant(s) Found
1 - 10 Nothing Found
11 - 14 1 Languid Remnant (tier 1)
15 - 17 1 Pale Remnant (tier 2)
18 - 19 1 Bright Remnant (tier 3)
20 Roll on Table 2
### Nothing to see here!
### Or here. Move along.
Table 2: Remnant(s) Found
1 - 5 3 Languid Remnants (tier 1)
6 - 10 3 Pale Remnants (tier 2)
11 - 14 1 Intense Remnant (tier 4)
15 - 17 1 Blazing Remnant (tier 5)
18 - 19 1 Vital Remnant (tier 6)
20 Roll on Table 3
### Or here. Move along.
Table 3: Remnant(s) Found
1 - 5 3 Bright Remnants (tier 3)
6 - 8 3 Intense Remnants (tier 4)
9 - 11 3 Blazing Remnants (tier 5)
12 - 14 3 Vital Remnants (tier 6)
15 - 17 1 Prime Remnant (tier 7)
18 - 19 1 Mythic Remnant (tier 8)
20 1 Empyrean Remnant (tier 9)