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Breadcrumb

Lemure Band

Challenge
Alignment
Terrain
str
10
dex
4
con
10
int
1
wis
10
cha
2

AC 7

HP 67 (15d8; bloodied 33)

Speed 15 ft.


Proficiency +2; Maneuver DC 10

Damage Resistances cold 

Damage Immunities fire, poison

Condition Immunities poisoned

Senses darkvision 120 ft., passive Perception 10

Languages understands Infernal but can’t speak


Area Vulnerability. The band takes double damage from any effect that targets an area.

Band Dispersal. When the band is reduced to 0 hit points, it turns into 2 (1d4) lemures with 6 hit points each.

Band. The band is composed of 5 or more lemures. If it is subjected to a spell, attack, or other effect that affects only one target, it takes any damage but ignores other effects. It can share its space with Medium or smaller creatures or objects. The band can move through any opening large enough for one Medium creature without squeezing.     

Devil’s Sight. The band’s darkvision penetrates magical darkness.

Eerie Groan. While the band can see a non-devil within 100 feet, it emits a groan that is audible within 300 feet. 

Lawful Evil. The band radiates a Lawful and Evil aura.


ACTIONS

Fists. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 12 (5d4) bludgeoning damage.
 

Combat

Lemures groan loudly and shamble towards non-devils, attacking with their fists once in range. Although they are weak combatants, their groans warn and attract more powerful devils.


Devil Names

Abathon, Alashel, Arcaxes, Asardel, Atha-Xul, Barashiel, Bel Nakari, Beleth, Besthelias, Bethegar, Brimstone, Calderax, Cenereth, Damaceus, Decimeth, Demedal, Elthodrath, Gethen, Glibris, Gur-Toras, Heleph, Ibaris, Kamien, Kush, Lorza, Machem, Maethiel, Meltis, Nensis, Silithis, Thaxes, Turel, Vish-Alatith, Zethayn, Zir


Legends and Lore

With an Arcana or Religion check, characters can learn the following:

DC 10 Many scholars believe that devils are angels that fell from grace. When touched by evil, mortal souls may transform into devils, as well.

DC 15 Neither fire nor poison harms a devil, and even magical darkness doesn’t impede a devil’s vision. They are supernaturally resistant to mundane damage, although magical and silvered weapons wound them normally.

DC 20 Though irredeemably evil, devils can be bargained with at the bargainer’s peril. They generally keep their word.

Description

Slow-moving but relentless, hordes of lemures form the bulk of Hellish armies. They’re often used to absorb the enemy’s initial charge while stronger infernal forces are kept in reserve.

Behavior

1 Whispering poison into a mortal’s ear

2 Engaging the pious in philosophical debate, so as to sow doubt

3 Offers the party the information they seek, for a price

4 Indulging pleasures of the flesh: enjoying a meal, listening to music, flirting with mortals

5 Hunting a mortal who defaulted on a deal

6 Imprisoned by ancient runes and seals; can’t leave its current general area

7 Guarding or otherwise serving a summoner

8 Guarding a sinister treasure, such as a forbidden book or cursed weapon

Signs

Wilderness and Underground Signs

1 A shrine to an archdevil, lit with black candles

2 Footprints, strangely warm to the touch

3 A waft of brimstone at a lonely crossroads

4 The remains of a humanoid who was clearly tortured to death


Settlement Signs

1 Statues of saints crying blood

2 Church bells magically fall silent

3 An infernal contract, as yet unsigned

4 Animals gather in large numbers, become aggressive, or die unexpectedly

Encounters

Most devils are imprisoned in Hell but some are loosed upon the world by wicked spellcasters. 

CR 0–2 imp ; 1d8 lemures

CR 3–4 bearded devil ; 2 lemure bands ; imp leading lemure band

CR 5–10 1 or 2 barbed devils ; bone devil ; chain devil ; 2 or 3 bearded devils ; bearded devil , barbed devil , or night hag leading 2 lemure bands

Treasure a silver cup etched with a blasphemous word (the first three times the word is spoken, the cup fills with a greater healing potion ; the fourth time, the cup breaks)

CR 11–16 horned devil , erinyes , ice devil , or chained one , possibly with 1 or 2 lemure bands ; 3 barbed devils ; barbed devil with 3 bearded devils

Treasure signed infernal contract that frees an evil soul from Hell if destroyed, manual of quickness of action

CR 17–22 pit fiend ; bone devil , chain devil , horned devil , erinyes , or ice devil with 3 bearded devils ; erinyes with 1d6 + 3 harpies ; chain devil with chained one

Treasure 3 rubies (5,000 gp each), spell scrolls of magic circle and raise dead , rope of entanglement

CR 23–30 pit fiend with 1 to 3 bearded devils or hell hounds ; 4 bearded devils or barbed devils with bone devil , chain devil , or horned devil ;  2 erinyes or ice devils ; ice devil with 1d4 + 2 winter wolves  

Treasure 1,300 pp, 2 potions of flying , 3 trident (named Artifice; acts as a hat of disguise but the trident can’t be disguised)

CR 31+ Pit Fiend General , possibly with 1d4 + 2 emure bands or bearded devils ; pit fiend with 3 or 4 barbed devils ; 3 or 4 erinyes

Treasure gold and ruby scepter (25,000 gp), forbidden book with gold and diamond binding (25,000 gp), 13 star rubies (1,000 gp each), spell scroll of gate , animated shield , deck of many things

Monster Type Description

Fiends are evil-aligned creatures from Hell, the Abyss, and other cursed realms. Most fiends are demons and devils, each of which have their own subtypes and hierarchies. Some fiends, such as hell hounds , are neither demons nor devils.