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SRD:Lemure

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LEMUREEdit

Size/Type: Medium Outsider (Evil, Extraplanar, Lawful)
Hit Dice: 2d8 (9 hp)
Initiative: +0
Speed: 20 ft. (4 squares)
Armor Class: 14 (+4 natural), touch 10, flat-footed 14
Base Attack/Grapple: +2/+2
Attack: Claw +2 melee (1d4)
Full Attack: 2 claws +2 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: Damage reduction 5/good or silver, darkvision 60 ft., immunity to fire and poison, mindless, resistance to acid 10 and cold 10, see in darkness
Saves: Fort +3, Ref +3, Will +3
Abilities: Str 10, Dex 10, Con 10, Int —, Wis 11, Cha 5
Skills:
Feats:
Environment: A lawful evil-aligned plane
Organization: Solitary, pair, gang (3–5), swarm (6–15), or mob (10–40)
Challenge Rating: 1
Treasure: None
Alignment: Always lawful evil
Advancement: 3–6 HD (Medium)
Level Adjustment:

A lemure is about 5 feet tall and weighs about 100 pounds.

Lemures are mindless and cannot communicate, but they are sensitive to telepathic messages from other devils, typically obeying a devil’s mental commands.

COMBATEdit

Lemures surge toward anything they meet and try to claw it apart. Only a telepathic command from other devils or the complete destruction of the lemures can make them stop.

A lemure’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.

Mindless (Ex): Immunity to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).

SEE WIKIPEDIA ENTRY: Lemure



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