Friday, April 27, 2012

Lemru

Lemru
No. Enc.: 1 (1d8)
Alignment: Chaotic
Movement: 20'
Swim: 180' (60')
Armor Class: 5
Hit Dice: 2 to 8
Attacks: 2
Damage: 2d4 bite, 1d4 claw, or by weapon
Save: F2+
Morale: 10 (unless wounded, then 6)

Voracious aquatic beings known for stripping the catch from fisher-folk's nets and conducting raids upon coastal villages under the cover of seasonal rains and stormy weather, the Lemru are greatly feared by those who have had occasion to run afoul of them.

In the water, a Lemru is exceptionally fast and agile. They make the most of this speed by using a pair of knobbly knuckle-like hand weapons formed from very hard, dense coral. In the claws of a Lemru these weapons can inflict 3d4 damage. They are too awkward for most others to use, and after 3d4 days out of the water they crumble into a rancid-smelling gray powder.

Lemru are blind, in that they do not possess true eyes, but they do have hundreds of pigment-pit eye-spots or ocelli scattered across their abdominal gill-palps, giving them the ability to detect movement in nearly every direction out to a range of 90'. Their gill-palps can extract oxygen from water or air, but are very sensitive to the transition from saltwater to fresh, requiring 3d4 minutes to adjust to one or the other. Lemru tend to avoid brackish water as it gives their gill-palps spasms and they find it hard to breathe as their system flip-flops from being acclimated to saltwater to fresh and back again.

On land, the Lemru are almost comical, slow-moving, and clumsy. They generally only come ashore in the midst of floods or driving rain, and return to the water as soon as possible.

Not every person abducted by these things is necessarily eaten, at least not right away.

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