Lemure (Adv +1) 1171700trueb62cf473-93a0-429a-a09f-1d2fbe8c39d5falsefalsefalse01900547877false00
00falsefalsefalsefalsefalseLemure (Adv +1)2600LEMediumoutsider(devil, evil, extraplanar, lawful)2darkvision 60 ft., see in darkness; Perception +214, touch 10, flat-footed 14(+6 natural, +2 Dex)17(2d10+6)Fort +4, Ref +3, Will +0652acid 10, cold 105/good or silver20 ft.2 claws +4 (1d4+2)5 ft.5 ft.Str 11, Dex 10, Con 12, Int -, Wis 11, Cha 52+416 any (Hell)solitary, pair, gang (3-5), swarm (6-17), or mob (10-40 or more)noneA roiling wave of f lesh gushes forward. Amid the fatty surge wriggle half-formed limbs and a dripping tumorous face.DevilPFRPG Bestiary0The least of devilkind, lemures roil forth from the ranks of souls damned to Hell, shapeless masses of quivering flesh. What spark of instinct or memory lingers on within a lemure's semi-consciousness regularly shapes its features to mimic those of its tormentors or the tortured souls around it. Grotesque and useless, a lemure's features speak nothing of what it once was. Many exhibit multiple terrible visages or are nothing more than churning pillars of cancerous flesh. Only their knobby, flailing limbs work as they should, and those they merely use to destroy any non-infernal life that draws too near. Moving lemures typically congeal in forms over 4 feet tall and weigh upward of 200 pounds, though when at rest these disgusting fiends often appear to be little more than lumps of melted flesh and malformed features. Although among the most loathsome creatures in existence, lemures serve a vital role in Hell's perverse ecology. When at the end of a mortal life a creature's soul is damned-whether because it revered diabolical forces or failed in the worship of another deity-it joins the masses of suffering souls filling the plains of Avernus, Hell's first layer. Here a soul's torments begin as lesser devils marshal it along with similar spirits in preparation for a long, perilous journey to one of Hell's deeper layers-typically one suited to the punishments appropriate to the soul's crimes, or merely the domain of a devil who has need for slaves. Upon reaching the realm of their damnation, souls face untold lifetimes of torment at the hands of devils, other fiendish beings, and the deadly machinations of Hell itself. As the formerly mortal essences slowly go mad, they forget their lives, grow bestial, and eventually become little more than automatons of fear and hatred. After ages of such existence, the cruel processes of Hell either utterly annihilate the soul or-in the cases of the most profane spirits-reconsecrate such forsaken beings into lemures, the building blocks of devils, unthinking waves of filth and diabolical flesh. Such repulsive beings assemble in vast mobs, waves of putrescence thousands upon thousands strong. Greater devils can spot the most corrupt of these fiends and, either through mysterious tortures or the powers of Hell itself, reshape them into true devils, newly born and ready to obediently serve in the legions of the damned.0000001fire, mind-affecting effects, poisonadultfalse00true151416159truetruetruetrue18121660000416falsefalseLemure (Adv +1) 2171700true0b1ef98e-f019-4e8a-9ae8-1a8a6c6f9529falsefalsefalse02015598264false00
-12147483647falsefalsefalsefalsefalseLemure (Adv +1)2600LEMediumoutsider(devil, evil, extraplanar, lawful)2darkvision 60 ft., see in darkness; Perception +214, touch 10, flat-footed 14(+6 natural, +2 Dex)17(2d10+6)Fort +4, Ref +3, Will +0652acid 10, cold 105/good or silver20 ft.2 claws +4 (1d4+2)5 ft.5 ft.Str 11, Dex 10, Con 12, Int -, Wis 11, Cha 52+416 any (Hell)solitary, pair, gang (3-5), swarm (6-17), or mob (10-40 or more)noneA roiling wave of f lesh gushes forward. Amid the fatty surge wriggle half-formed limbs and a dripping tumorous face.DevilPFRPG Bestiary0The least of devilkind, lemures roil forth from the ranks of souls damned to Hell, shapeless masses of quivering flesh. What spark of instinct or memory lingers on within a lemure's semi-consciousness regularly shapes its features to mimic those of its tormentors or the tortured souls around it. Grotesque and useless, a lemure's features speak nothing of what it once was. Many exhibit multiple terrible visages or are nothing more than churning pillars of cancerous flesh. Only their knobby, flailing limbs work as they should, and those they merely use to destroy any non-infernal life that draws too near. Moving lemures typically congeal in forms over 4 feet tall and weigh upward of 200 pounds, though when at rest these disgusting fiends often appear to be little more than lumps of melted flesh and malformed features. Although among the most loathsome creatures in existence, lemures serve a vital role in Hell's perverse ecology. When at the end of a mortal life a creature's soul is damned-whether because it revered diabolical forces or failed in the worship of another deity-it joins the masses of suffering souls filling the plains of Avernus, Hell's first layer. Here a soul's torments begin as lesser devils marshal it along with similar spirits in preparation for a long, perilous journey to one of Hell's deeper layers-typically one suited to the punishments appropriate to the soul's crimes, or merely the domain of a devil who has need for slaves. Upon reaching the realm of their damnation, souls face untold lifetimes of torment at the hands of devils, other fiendish beings, and the deadly machinations of Hell itself. As the formerly mortal essences slowly go mad, they forget their lives, grow bestial, and eventually become little more than automatons of fear and hatred. After ages of such existence, the cruel processes of Hell either utterly annihilate the soul or-in the cases of the most profane spirits-reconsecrate such forsaken beings into lemures, the building blocks of devils, unthinking waves of filth and diabolical flesh. Such repulsive beings assemble in vast mobs, waves of putrescence thousands upon thousands strong. Greater devils can spot the most corrupt of these fiends and, either through mysterious tortures or the powers of Hell itself, reshape them into true devils, newly born and ready to obediently serve in the legions of the damned.0000001fire, mind-affecting effects, poisonadultfalse00true151416159truetruetruetrue18121660000416falsefalseLemure (Adv +1) 3171700trued386173e-c5a3-4a0d-a683-4deba39023c2falsefalsefalse01911363402false00
-12147483646falsefalsefalsefalsefalseLemure (Adv +1)2600LEMediumoutsider(devil, evil, extraplanar, lawful)2darkvision 60 ft., see in darkness; Perception +214, touch 10, flat-footed 14(+6 natural, +2 Dex)17(2d10+6)Fort +4, Ref +3, Will +0652acid 10, cold 105/good or silver20 ft.2 claws +4 (1d4+2)5 ft.5 ft.Str 11, Dex 10, Con 12, Int -, Wis 11, Cha 52+416 any (Hell)solitary, pair, gang (3-5), swarm (6-17), or mob (10-40 or more)noneA roiling wave of f lesh gushes forward. Amid the fatty surge wriggle half-formed limbs and a dripping tumorous face.DevilPFRPG Bestiary0The least of devilkind, lemures roil forth from the ranks of souls damned to Hell, shapeless masses of quivering flesh. What spark of instinct or memory lingers on within a lemure's semi-consciousness regularly shapes its features to mimic those of its tormentors or the tortured souls around it. Grotesque and useless, a lemure's features speak nothing of what it once was. Many exhibit multiple terrible visages or are nothing more than churning pillars of cancerous flesh. Only their knobby, flailing limbs work as they should, and those they merely use to destroy any non-infernal life that draws too near. Moving lemures typically congeal in forms over 4 feet tall and weigh upward of 200 pounds, though when at rest these disgusting fiends often appear to be little more than lumps of melted flesh and malformed features. Although among the most loathsome creatures in existence, lemures serve a vital role in Hell's perverse ecology. When at the end of a mortal life a creature's soul is damned-whether because it revered diabolical forces or failed in the worship of another deity-it joins the masses of suffering souls filling the plains of Avernus, Hell's first layer. Here a soul's torments begin as lesser devils marshal it along with similar spirits in preparation for a long, perilous journey to one of Hell's deeper layers-typically one suited to the punishments appropriate to the soul's crimes, or merely the domain of a devil who has need for slaves. Upon reaching the realm of their damnation, souls face untold lifetimes of torment at the hands of devils, other fiendish beings, and the deadly machinations of Hell itself. As the formerly mortal essences slowly go mad, they forget their lives, grow bestial, and eventually become little more than automatons of fear and hatred. After ages of such existence, the cruel processes of Hell either utterly annihilate the soul or-in the cases of the most profane spirits-reconsecrate such forsaken beings into lemures, the building blocks of devils, unthinking waves of filth and diabolical flesh. Such repulsive beings assemble in vast mobs, waves of putrescence thousands upon thousands strong. Greater devils can spot the most corrupt of these fiends and, either through mysterious tortures or the powers of Hell itself, reshape them into true devils, newly born and ready to obediently serve in the legions of the damned.0000001fire, mind-affecting effects, poisonadultfalse00true151416159truetruetruetrue18121660000416falsefalseTeplebaas (Accuser) 1383800truee3832883-46be-47e2-a841-3d760a4f015bfalsefalsefalse0934989008false00
-12147483644falsefalsefalsefalsefalseTeplebaas (Accuser)41,200LESmalloutsider(devil, evil, extraplanar, lawful)10darkvision 60 ft.; Perception +1317, touch 15, flat-footed 13(+6 Dex, +4 natural, +1 size)38(4d10+16)Fort +6, Ref +10, Will +38125acid 10, cold 105/good or silver Immune fire, poison20 ft., fly 60 ft. (perfect)bite +7 (1d6+2 plus 1d6 acid and disease)5 ft.5 ft.Spell-Like Abilities (CL 8th; concentration +9) At will-greater teleport (self plus 50 lbs. of objects only), invisibility (self only) 3/day-grease, summon swarm, whispering wind 1/day-summon (level 3, 1 zebub or 1d4 lemures, 0%)Str 11, Dex 18, Con 14, Int 9, Wis 15, Cha 124+521Improved Initiative, Lightning ReflexesBluff +10, Fly +23, Knowledge (planes) +8, Perception +13, Stealth +17Celestial, Draconic, Infernal; telepathy 100 ft.infernal eye any (Hell)solitary, pair, or swarm (3-28)standardThis childlike blasphemy conjoins the features of a plump human infant and a gigantic, gore-fattened fly.DevilPFRPG Bestiary 20Disease (Ex) Devil Chills: Bite-injury; save Fort DC 14; onset 1d4 days; frequency 1 day; effect 1d4 Str damage; cure 3 consecutive saves. Infernal Eye (Su) A zebub records all that it sees and may pass its visions on to another creature. By remaining in contact with a willing creature, it can replay up to 24 hours of witnessed events, or shorter incidents if it so chooses. It takes a zebub 1 round to replay 1 hour of recorded images, which the target receives in a flash of information, without sound or other sensory information. After relaying its findings, the zebub cannot replay its visions of those events again. A zebub cannot replay its visions for an unwilling creature or as an attack, no matter how horrific the events it might have witnessed.In the rigid hierarchy of Hell, Teplebaas is a spy who is deep in debt. His superiors banished him to serve mortals 7 years ago, and since then he has struggled to acquire interesting information that he might use to barter for his freedom. He carefully watches the PCs as long as he is aware of them, suspecting that knowledge of their faces and actions will provide him some currency. Other devils are wise to Teplebaas’s situation, and his summon ability has a 0% chance of success.Before sending the lemurs to attack, Teplebaas summons a swarm of spiders.Teplebaas focuses his attention on any obvious spellcasters, utilizing greater teleport to position himself accordingly.0010001adultfalse00true152218131916trueDiseaseExDevil Chills: Bite-injury; save Fort DC 14; onset 1d4 days; frequency 1 day; effect 1d4 Str damage; cure 3 consecutive saves.Infernal EyeSuA zebub records all that it sees and may pass its visions on to another creature. By remaining in contact with a willing creature, it can replay up to 24 hours of witnessed events, or shorter incidents if it so chooses. It takes a zebub 1 round to replay 1 hour of recorded images, which the target receives in a flash of information, without sound or other sensory information. After relaying its findings, the zebub cannot replay its visions of those events again. A zebub cannot replay its visions for an unwilling creature or as an attack, no matter how horrific the events it might have witnessed.trueBluff10Fly23Knowledgeplanes8Perception13Stealth17trueImproved InitiativeLightning Reflexestrue21171540000521falsefalse