Lurm
No. Enc.: 1d4 (3d6)
Alignment: Chaotic
Movement: 90' (30')
Armor Class: 6
Hit Dice: 2
Attacks: 1 (magic weapon or spell)
Damage: 1d6+1/by spell
Save: F1
Morale: 5
Lurm are vile tempered abhumans from the plane of Jiloth. They are mostly hairless, for which they compensate by wearing ensorcelled vambraces made of wool and fur, most often lined with the fine felt of the Almas. They are foul-tempered creatures, given to moodiness and a stubborn resistance to any change in the status quo but their own whims or desires.
No. Enc.: 1d4 (3d6)
Alignment: Chaotic
Movement: 90' (30')
Armor Class: 6
Hit Dice: 2
Attacks: 1 (magic weapon or spell)
Damage: 1d6+1/by spell
Save: F1
Morale: 5
Lurm are vile tempered abhumans from the plane of Jiloth. They are mostly hairless, for which they compensate by wearing ensorcelled vambraces made of wool and fur, most often lined with the fine felt of the Almas. They are foul-tempered creatures, given to moodiness and a stubborn resistance to any change in the status quo but their own whims or desires.
The Lurm are notorious for provoking spell-duels in order to catch other caster's attack spells, this being the only way that they can gain new spells since they are completely unable to read or use the spell Read Magic. There is only one symbol-glyph that they can use and it only grants them access to a variant form of Light that makes everything dismal and gray like on a rainy day (Gloomlight). Some Lurm will consider trading spells, instead of fighting for them, but they place a much higher value on their own spells than those of any other practitioner, so it might prove easier and cheaper to just fight them anyhow. They are somewhat obsessed with anything having to do with the mysterious jade obelisks that have been found in certain regions of various planes coterminus with the Outer Circumferential Zones of Zalchis...
The Lurm will attempt to catch any attack spell used against them and will succeed if they make a successful Save against spells. Any spell so caught goes into their repertoire and can be re-cast at will. A typical Lurm knows 2d4 random spells, but never knows Light or Read Magic under any circumstances. All Lurm know how to cast the Glyph of Gloom / Gloomlight spell (1st level spell, 10' radius of dim luminance, as a low-powered Light spell).
Lurm will not willingly carry non-magical weapons. If they hold onto a magic scroll for more than 3 turns, it is either Erased (20%), Scrambled (30%) or Randomized (50%). If erased, the scroll is usable for transcibing spells onto it but is otherwise empty. If scrambled, the scroll is mostly useless, with a (25%) chance of causing a random spell failure effect. If the scroll is randomized, re-roll for type and number of spell(s) contained.
Lurm will not willingly carry non-magical weapons. If they hold onto a magic scroll for more than 3 turns, it is either Erased (20%), Scrambled (30%) or Randomized (50%). If erased, the scroll is usable for transcibing spells onto it but is otherwise empty. If scrambled, the scroll is mostly useless, with a (25%) chance of causing a random spell failure effect. If the scroll is randomized, re-roll for type and number of spell(s) contained.
I think any old school with that calls itself weird ought to replace rpg elves with lurm from this point on.
ReplyDeleteI especially like the bit of "business" about the almas fur.
@Trey: We'll have a set of six NPC Lurm sometime next week...just to help make things easier. Might also have the Lurm as Player Race option ready then, too...
ReplyDelete