Lemure (CR 1)
AC: 14 (+4 natural), touch 10, flat-footed 14
Hit Dice: 2d8 (9 hp); DR: 5/good or silver
Fort +3, Ref +3, Will +3
Speed: 20 ft.
Space: 5 ft./5 ft.
Base Attack +2; Grapple +2
Attack: Claw +2 melee
Full Attack: 2 claws +2 melee
Damage: Claw 1d4
Special Attacks/Actions: -
Abilities: Str 10, Dex 10, Con 10, Int -, Wis 11, Cha 5
Special Qualities: immunity to fire and poison, mindless, resistance to acid 10 and cold 10
Advancement: 3-6 HD (Small)
Climate/Terrain: Nine Hells of Baator
Organization: Solitary, gang (3-5), swarm (6-15), or mob (10-40)
Lemures are revolting blobs of molten flesh, about 5 feet tall, with vaguely humanoid torsos and heads. Their features are twisted into permanent expressions of anguish.
Lemures are mindless and thus cannot communicate, but they are sensitive to telepathic messages from other devils and obey their mental commands.
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.
Mindless (Ex): Lemures are immune to all mind-influencing effects.
Many devils belong to the race of evil outsiders known as the baatezu.
Traits: A baatezu possesses the following traits (unless otherwise noted in a creature's entry).
- Immunity to fire and poison.
- Resistance to acid 10 and cold 10.
- See in Darkness (Su): All baatezu can see perfectly in darkness of any kind, even that created by a deeper darkness spell.
- Summon (Sp): Baatezu share the ability to summon others of their kind (the success chance and type of baatezu summoned are noted in each monster description).
A subtype usually applied only to outsiders native to the evil-aligned Outer Planes. Evil outsiders are also called fiends. Most creatures that have this subtype also have evil alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has an evil alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the evil subtype overcomes damage reduction as if its natural weapons and any weapons it wields were evil-aligned (see Damage Reduction).
A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.
Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.
A subtype usually applied only to outsiders native to the lawful-aligned Outer Planes. Most creatures that have this subtype also have lawful alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a lawful alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the lawful subtype overcomes damage reduction as if its natural weapons and any weapons it wields were lawful-aligned (see Damage Reduction).