Lemure Horror
Lemure Horror (Killer; CR 6)
Lawful Evil - Medium - Outsider (Devil) |
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Lore: | Know (Planes) | ||
12 | 27 | ||
Basic DC | Full DC |
Initiative |
Perception: | |
20 | +10 |
Passive | Active |
Ambush: |
10+ |
on a d20 |
Senses:
Movement Types:
- Walk 60 ft.
- Greater Climb 60 ft.
- Brachiating 60 ft.
Defense
AC |
Man Def |
Monster Health | ||
162 | 81 | 9 |
Hit Points | Bloodied | Hit Dice |
Saving Throws | |
Fort: | +4 |
Refl: | +4 |
Will: | +9 |
Strong Against:
Offense
Standard Attack (Melee):
- 2x Bony Smash +11 (2d8+8/19-20 x2)
as bludgeoning (physical, common)
Full Attack (Melee):
- 4x Bony Smash +11 (2d8+8/19-20 x2)
as bludgeoning (physical, common)
Standard Attack (Ranged):
- 2x Bony Throw +10 (2d8+8/19-20 x2)
as bludgeoning (physical, common)
(Increment: 60 ft.; Max Range: 300 ft.)
Full Attack (Ranged):
- 4x Bony Throw +10 (2d8+8/19-20 x2)
as bludgeoning (physical, common)
(Increment: 60 ft.; Max Range: 300 ft.)
Siege Damage: Not siege capable
Statistics
22 |
STR |
20 |
DEX |
22 |
CON |
12 |
INT |
16 |
WIS |
16 |
CHA |
Special Abilities
Hopeless Groan (Su) Standard |
As a Standard Action, a Lemure Horror can open its shapeless mouthful of needle-sharp teeth and emit a low, hollow, guttural groan, the weight of their horrific damnation freighted in the sound. All enemy creatures in a twenty foot cone adjacent to the Horror's space (a 4x4x4 space which must share a corner or an edge with the Horror's space) suffer 2d8+8 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 18 will reduce the damage by half. |
Agonized Grunt (Su) Swift |
As a swift action once per round, the Lemure Horror may target any foe within 30 feet of its space to whom it has line of effect. It does not need line of sight, and indeed, it can use this ability to target foes of which it does not have exact knowledge of their space, simply stating it is grunting at 'that hidden guy over there'. The GM adjudicates any unusual circumstances. The chosen creature suffers 2d8+8 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 18 will reduce the damage by half. |
Needled Maw (Ex; Killer Role) Free Action if Agonized Grunt is used. |
Any time a Lemure Horror uses its Agonized Grunt power, it may also make a free action bite attack against a foe within its reach, with the caveat that the Needled Maw power may not be used against a foe it has targeted with any other attacks this round (including the Agonized Grunt). To make this attack, it rolls a to-hit roll of a D20 plus +10 against the normal armor class of a foe within its reach against which it has made no other attacks this round. If this to-hit roll is successful, it inflicts 2d10+12 points of gnashing (physical, uncommon) damage against the targeted foe. |
Swift As Death (Ex; Killer Role) Always On |
Killers increase their speed by +30 feet with all movement types they possess (this is already included in the numbers listed in the Movement Types section, above). |
Lemure Horror
This creature possesses the Killer role, and therefore counts as 2 monsters for purposes of encounter size, XP award, and treasure.This monster frequently has the Killer role, but may be set to different roles if desired.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.
The first step of that Journey of Evil, the first thing a Lemure can do to improve its lot in life, is to work well with a band of its fellow beasts, and over time, they slowly merge their skills, pool their strengths, and then share their dark bounty around to each other until they gain enough skill and strength to evolve their pitiful bodies into a more functional state. Lemures of this ability are not true Devils, not by a long shot, but they are well on their way. Lemure Horrors are more solid, actually have complete forms, with legs, and have honed their miserable abilities.
Lemure Horrors are far tougher and much more dangerous than Lemures, can see in the dark, and are generally much nastier foes. They are Devils in training, and they act the part.
Combat Tactics
Lemure Horros are much nastier and far smarter than base Lemures. They are often Killers, meaning they are fast, very fast. Even other sorts of Horrors are much quicker than lemures, since they actually have legs. Like Lemures, Horrors are organized and cooperative fiends. They will work well together, or with any allies, to set up flanks, bottle up foes, target ranged attackers with Bony Throws or their awful Agonized Grunt power (if they have it), and generally will fight smart and mean.
Like Lemures, they love their Hopeless Groan power, and will seek to stack as many of them on as many enemies as they can, then grunting and snapping at foes they missed.
Out of Combat
Lemure Horrors are not Devils. As a result, they are easy to summon, but unlike Lemures, a Horror is a thing to be reckoned with. Horrors are commonly found working with nearly any other monsters, or in groups by themselves as shock troops, or muscle for leaders or evil temples and the like.
Horrors are easy to summon, plentiful, and quite obedient, as long as their horrendous, morbidly Evil behavior can be tolerated.
Rewards
XP: 4,800 (Killer role included.)
Treasure: Sellable Goods worth 4,250 gp.
- Weight: 120 lbs. Volume: 4.8 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 | |
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1 - 8 | Nothing Found |
9 - 12 | 1 Languid Remnant (tier 1) |
13 - 15 | 1 Pale Remnant (tier 2) |
16 - 18 | 1 Bright Remnant (tier 3) |
19 - 20 | Roll on Table 2 |
### | Nothing to see here! |
### | Or here. Move along. |
Table 2: Remnant(s) Found | |
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1 - 3 | 4 Languid Remnants (tier 1) |
4 - 7 | 4 Pale Remnants (tier 2) |
8 - 11 | 1 Intense Remnant (tier 4) |
12 - 15 | 1 Blazing Remnant (tier 5) |
16 - 18 | 1 Vital Remnant (tier 6) |
19 - 20 | Roll on Table 3 |
### | Or here. Move along. |
Table 3: Remnant(s) Found | |
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1 - 3 | 4 Bright Remnants (tier 3) |
4 - 5 | 4 Intense Remnants (tier 4) |
6 - 8 | 4 Blazing Remnants (tier 5) |
9 - 11 | 4 Vital Remnants (tier 6) |
12 - 15 | 1 Prime Remnant (tier 7) |
16 - 18 | 1 Mythic Remnant (tier 8) |
19 - 20 | 1 Empyrean Remnant (tier 9) |