Lemurkala, Purging

Large fey (enrooted), neutral

Armor Class 18 (natural armor)
Hit Points 195 (17d10 + 102); Wound Threshold 49
Speed 40 ft., climb 30 ft.

STR DEX CON INT WIS CHA
21 (+5) 12 (+1) 22 (+6) 16 (+3) 20 (+5) 12 (+1)

Saving Throws Str +10, Con +11, Int +8, Cha +6
Skills Arcana +8, Deception* +11, Nature +8, Perception +10, Religion +8
Damage Resistances necrotic, radiant; bludgeoning, piercing, and slashing from nonmagical attacks
Senses truesight 60 ft., darkvision 120 ft., passive Perception 20
Languages Sylvan, telepathy 120 ft.
Challenge 15 (13,000 XP)

SPECIAL TRAITS

  • Brute. A melee weapon deals one extra die of its damage when the purging lemurkala hits with it (included in the attack).
  • Innate Spellcasting. The purging lemurkala’s innate spellcasting ability is Charisma (spell save DC 14). The purging lemurkala can innately cast the following spells, requiring no material components:
  • Legendary Resistance (3/Day). If the purging lemurkala fails a saving throw, it can choose to succeed instead.
  • Magic Weapons. The purging lemurkala’s weapon attacks are magical.
  • Regeneration. The purging lemurkala regains 10 hit points at the start of its turn if it has at least 1 hit point.

(*) The gate can only lead to an underground maelossa, the Ethereal Plane, or the Astral Plane.

ACTIONS

  • Multiattack. The purging lemurkala makes three attacks: one with its bite and two with its claws.
  • Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one creature. Hit: 24 (3d12 + 5) piercing damage.
  • Claws. Melee Weapon Attack: +10 to hit, reach 10 ft., one creature. Hit: 15 (3d6 + 5) slashing damage.
  • Etherealness. The purging lemurkala shifts from the Material Plane to the Ethereal Plane, or vice versa.

LEGENDARY ACTIONS

The purging lemurkala can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The purging lemurkala regains spent legendary actions at the start of its turn.

  • Claws. The purging lemurkala makes an attack with its claws.
  • Move. The purging lemurkala moves up to its speed without provoking opportunity attacks.
  • Necrotic Breath (Costs 2 Actions). The purging lemurkala exhales a wave of necrotic energy in a 40-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 17 (5d6) necrotic damage on a failed save, or half as much damage on a successful one.

ABOUT

Luminescents he term “luminescent” applies figuratively to hope-bringing creatures, which can act as wizard familiars as well as playmates for children. Their natural environments are the maelossas, ruins, mushroom forests, and towns of the Netherworld. It can be hard to tell whether a luminescent is a beast or a fey, since many of these creatures have astoundingly similar appearances but very distinct features. Luminescent fey can live outside root maelossas, but stay away from the surface.

They can also be found in subterranean cities where they pose as beasts, and it is even said that certain luminescent beasts can grow into fey after a stay in a maelossa or an encounter with a celestial.

Luminescent fey have connections with the anakedis. There are secret paths, waymarked across the Ethereal Plane, that connect with certain sites of the Netherworld.

Luminescent beasts can be conjured as familiars via the find familiar spell, while luminescent fey can be summoned with the conjure woodland beings or minor ravagers or conjure fey or ravager spells.

Hope Bearers

If the leader uses this option, luminescent familiars and companions gain the Hope Bearer action:

  • Hope Bearer (Charisma modifier/Day). The luminescent chooses a creature that it can see within 60 feet of it. That creature gains one Hope die, a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Hope die, but must decide before the leader says whether the roll succeeds or fails. Once the Hope die is rolled, it is lost. A creature can have only one Hope or Bardic Inspiration die at a time.
Section 15: Copyright Notice

The Creatures Rulebook for the Fateforge Role-Playing Game Copyright © 2021 Studio Agate.

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