I need a good Lemure... and make it snappy!

Inyssius

First Post
I'm working on an encounter that, I have decided, needs evocative Lemures. Level 3, 4, or 5--the players are level 4, I want to field a bunch of them, and I want it to be a level 6 or 7 encounter. Preferably nothing that weakens opponents, since I'm pairing them up with a larger creature (a converted Gulthir, if you're wondering) that already does that.

Minor terrain effects are neat.

Other than that... I dunno. So, hivemind, I compel thee: resolve my plight!
 

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Well, seeing as lemures are super weak and tend to show up in large groups, they'd make perfect minions. And they don't really do much except claw things, and look like blobs.

I based this almost entirely on an orc drudge.

Lemure Level 4 Minion
Medium immortal humanoid (devil) XP 44
Initiative +0 Senses Perception +2; darkvision
HP 1; a missed attack never damages a minion.
AC 16; Fortitude 15, Reflex 12, Will 12
Immune charm, fear, sleep; Resist 5 fire; Vulnerable radiant (a lemure reduced to 0 or fewer hit points may not use its reform ability)
Speed 4
:bmelee: Claw (standard; at-will)
+9 vs. AC; 5 damage.
Reform (free, when first reduced to 0 or fewer hit points; encounter)
The lemure stands up from prone with 1 hit point.
Alignment Evil Languages ---
Str 16 (+5) Dex 10 (+2) Wis 10 (+2)
Con 14 (+4) Int 3 (-2) Cha 6 (+0)
 
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Pretty good. How would you do a non-minion Lemure? The only way I can make my players fear a minion is fill the entire 20x22 arena with them.
 

Pretty good. How would you do a non-minion Lemure? The only way I can make my players fear a minion is fill the entire 20x22 arena with them.


Lemure Swarm Level 4 Solo Lurker
Gargantuan immortal humanoid (swarm, devil)
Initiative +11 Senses Perception +9; darkvision
Miasmic Poison aura 2, at the start of each enemy's turn, they take 5 poison damage
HP 224; Bloodied 112; see bloodied breath
AC 22; Fortitude 18, Refl ex 20, Will 17
Saving Throws +5
Immune charm, fear, sleep; Resist 5 fire; Vulnerable radiant
Speed 4
Action Points 2
mSickening Bite (standard; at-will) ✦ Poison
Reach 2; +10 vs. AC; 1d6 + 3 damage, and ongoing 5 poison
damage (save ends).
m Claws of the Dead (standard; at-will)
Reach 2; +8 vs. AC; 1d4 + 3 damage.
M Double Attack (standard; at-will)
The lemute makes two claw attacks.
M Sickening Stench (immediate reaction, when a melee attack misses the
lemure; at-will)
The lemure uses a gas to attack the enemy that missed it: reach
2; +8 vs. AC; 1d6 + 4 damage, and the target is pushed 1 square.
C Toxic Breath (standard; recharge 5,6 ) ✦ Poison
Close blast 5; +7 vs. Reflex; 1d12 + 3 poison damage, and the target
takes ongoing 5 poison damage and takes a –4 penalty to AC (save
ends both).
C Bloodied Breath (free, when first bloodied; encounter) ✦ Poison
The lemure’s breath weapon recharges, and the lemure uses it
immediately.
C Cloud of Green Gases (standard; sustain minor; recharge )
✦ Zone
Close burst 2; this power creates a zone of darkness that remains
in place until the end of the lemure’s next turn. The zone blocks
line of sight for all creatures except the lemure. Any creature
entirely within the area (except the lemure) is blinded.
C Gut Wretching Presence (standard; encounter) ✦ Fear
Close burst 5; targets enemies; +5 vs. Will; the target is stunned
until the end of the lemure’s next turn. Aftereff ect: The target
takes a –2 penalty to attack rolls (save ends).
Alignment Evil Languages ---
Skills Intimidate +17
Str 16 (+5) Dex 10 (+2) Wis15 (+4)
Con 16 (+5) Int 12 (+3) Cha 20 (+7)

 

I applaud your reskin prowess, but A) most of the players in that party just fought an advanced young black dragon, B) that fight was getting kind of dull by the end, C) I'm already pairing the lemures up with what should be a larger and more dangerous overlord--the gulthir, and D) I'm uncomfortable using swarms to represent large amounts of weak enemies.

(It breaks verisimilitude too much. I feel like I ought to just use minions, if I'm going to go with that kind of enemy.)

Any ideas for a level four soldier or skirmisher that is not an elite or solo?
 

I made them a level 2 soldier since those are cheaper to 'buy' since it sounds like you wanted several. You could drop them to level 1's to get another one or two. After that it's minions only I'm afraid. It's artistic rendition of a lemur based on the description in the SRD.

This is 5 minutes work (using Asmor's monster maker) so be nice. :P

Lemur Level 2 Soldier
Medium Aberrant Humanoid XP 125
Initiative +5 Senses Perception +3
HP 38; Bloodied 19
AC 18; Fortitude 13, Reflex 13, Will 16
Immune poison, psychic;
Resist
acid 3, cold 3
Speed 6
M Claw (Standard; at-will) +9 vs. AC; 1d10+3
Frenzied Swarm
Lemur's gain +2 damage when 3 or more lemurs are attacking the same creature.
Dogpile
If three or more Lemurs hit the same target in one round that target is knocked prone.
Alignment Evil Languages None
Str 11 (+1) Dex 11 (+1) Wis 14 (+3)
Con 11 (+1) Int 4 (-2) Cha 6 (-1)

Lemur Lore


A character knows the following information with a successful Arcana or Religion check.
DC 15: Lemurs are mindless servants of hell and lack any ability to communicate.
DC 20: Lemurs individually are weak but when in mass numbers can become extremely deadly.
DC 25: Being mindless lemurs are immune to psychic based powers and have a natural resistance to cold and acid.
 
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I misread the title of this thread like 20 times.

lemur.jpg


Worst 2nd level soldier, ever.
 

Here is my take on a 4e lemure, providing minions, soldiers, and a brute that synergizes nicely with both!

Lemure
Level 3 Soldier
Small immortal humanoid
XP 150
Initiative +5
Senses Perception +3; darkvision
HP 42; Bloodied 21
AC 19; Fortitude 15, Reflex 14, Will 16
Immune charm, fear, sleep Resist 5 fire, 5 psychic Vulnerable 5 radiant
Speed 6; see formless flow
[FONT=&quot]M[/FONT] Claw (standard; at-will) ¨ Poison
+10 vs. AC, two targets; 1d6 damage and an additional 4 poison damage
Formless Binding (standard; at-will) ¨ Poison
+8 vs. Reflex; 1d10+3 poison damage; the target is slowed (save ends) First failed save: The target is restrained (save ends both)
Formless Flow
Lemures cannot be restrained or immobilized; they simply loosen and ooze through anything holding them in place.
Alignment Evil
Languages -
Str 10 (+1)
Dex 10 (+1)
Wis 11 (+1)
Con 10 (+1)
Int - (-2)
Cha 5 (-1)
Equipment -

Lemure Husk
Level 3 Minion
Small immortal humanoid
XP 150
Initiative +5
Senses Perception +3; darkvision
HP 1; a missed attack never damages a minion.
AC 19; Fortitude 15, Reflex 14, Will 16
Immune charm, fear, sleep Resist 5 fire, 5 psychic Vulnerable 5 radiant
Speed 6; see formless flow
[FONT=&quot]M[/FONT] Claw (standard; at-will) ¨ Poison
+10 vs. AC, two targets; 5 poison damage
Formless Grip (standard; at-will) ¨ Poison
+8 vs. Reflex; 5 poison damage; the target is slowed until the end of the Lemure Husks next turn. Special: If a target is slowed by two Lemures attacks, the target is restrained until the beginning of its turn (and still slowed).
Formless Flow
Lemures cannot be restrained or immobilized; they simply loosen and ooze through anything holding them in place.
Alignment Evil
Languages -
Str 10 (+1)
Dex 10 (+1)
Wis 11 (+1)
Con 10 (+1)
Int - (-2)
Cha 5 (-1)
Equipment -

Lemure Animus
Level 4 Brute
Large immortal humanoid
XP 175
Initiative +6
Senses Perception +4; darkvision
HP 61; Bloodied 30
AC 16; Fortitude 16, Reflex 15, Will 17
Immune charm, fear, sleep Resist 5 fire, 5 psychic Vulnerable 5 radiant
Speed 6; see formless flow
[FONT=&quot]M[/FONT] Claw (standard; at-will) ¨ Poison
+10 vs. AC, two targets; 1d10 damage and an additional 4 poison damage
Formless Binding (standard; at-will) ¨ Poison
+8 vs. Reflex; 1d10+3 poison damage; the target is immobilized (save ends)
Consuming Flow (standard; at-will)
Special: The target must be immobilized or restrained; +7 vs. AC; The lemure pulls the target into the lemur’s space. At the start of the lemures turn, each target within the lemur’s space takes 5 poison damage, and the lemure gains 5 hit points.
Formless Flow
Lemures cannot be restrained or immobilized; they simply loosen and ooze through anything holding them in place.
Alignment Evil
Languages -
Str 11 (+2)
Dex 10 (+2)
Wis 11 (+2)
Con 11 (+2)
Int - (-1)
Cha 5
Equipment -


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