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Level Up: Advanced 5th Edition (A5E)
A Leveled Up Bestiary
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<blockquote data-quote="Faolyn" data-source="post: 8701818" data-attributes="member: 6915329"><p>I like warlocks, but I’ve never been fond of the limited number of familiars available to them with Pact of the Chain. Fortunately, this next article is all about supernatural familiars. The first of these creatures is a tiny angel known as <strong>lomandur</strong>. The lomandur is actually two different creatures from the article (the telperan and the glissen) mushed together, since they were very similar.</p><p></p><p>The original entry has a rather annoying rules exception to it: they’re immune to natural poisons but not to the toxins of “fantastic beings” like wyverns, leaving it up to the DM to decide what constitutes a fantastic creature.</p><p></p><p>For the record, none of these familiars have artwork. It’s not just me forgetting to post the image. So your imagination will have to suffice.</p><p></p><p>The lomandur is under the header of “Angel,” so uses that entry’s Legends and Lore, Signs, and Behaviors.</p><p></p><p><span style="color: rgb(65, 168, 95)"><span style="font-size: 22px"><strong>Angel, Lomandur</strong></span></span></p><p>Familiars with a special use, Dragon Magazine #86</p><p>Created by Stephen Inniss</p><p></p><p>Lomandur are tiny celestials that that, unlike most angels, are dedicated to goodness instead of law. They resemble genderless, winged humanoid children. Two varieties of them exist: the silvery glissen and the golden telperan, differentiated only by their duties: telperan act as personal assistants and messengers for good-aligned gods and celestials, while glissen act as friends and guides to newly-arrived souls.</p><p></p><p><strong><em>Transformed Souls.</em></strong> Among the demons and devils, the “luckiest” of souls are transformed into imps and quasits. Lomandur are created in much the same, from souls that were particularly kind and helpful in life. It’s rare for a lomandur to be “promoted” to a more powerful form of angel, but few care: they view helping others as their goal in life, not accumulating power.</p><p></p><p><strong><span style="font-size: 18px">Monster Encounters</span></strong></p><p><strong><em>Terrain:</em></strong> Astral Plane, Temple</p><p></p><p><strong>CR 0-1</strong> 1-2 lomandur</p><p></p><p><strong><span style="color: rgb(65, 168, 95)"><span style="font-size: 26px">Lomandur</span></span></strong></p><p><strong>Tiny celestial (shapechanger)</strong></p><p>Challenge 1/4 (50 XP)</p><p><strong>AC</strong> 13</p><p><strong>HP</strong> 7 (2d4+2; bloodied 4)</p><p><strong>Speed</strong> 20 ft., fly 30 ft.</p><p></p><p><strong>STR</strong> 5 (-3) <strong>DEX</strong> 16 (+3) <strong>CON</strong> 12 (+1)</p><p><strong>INT</strong> 13 (+1) <strong>WIS</strong> 14 (+2) <strong>CHA</strong> 15 (+2)</p><p></p><p><strong>Proficiency</strong> +2</p><p><strong>Maneuver DC</strong> 13</p><p><strong>Skills</strong> Perception +4</p><p><strong>Damage Resistances</strong> radiant; damage from nonmagical weapons</p><p><strong>Condition Immunities</strong> blinded, charmed, frightened, rattled</p><p><strong>Senses</strong> blindsight 10 ft., darkvision 60 ft., passive Perception 14</p><p><strong>Languages</strong> Celestial, Common</p><p><strong><em>Immortal Nature.</em></strong> A lomandur doesn’t require air, sustenance, or sleep.</p><p><strong><em>Good.</em></strong> The lomandur radiates an aura of Good.</p><p><strong><em>Halo (True Form Only).</em></strong> The lomandur sheds bright light to 5 feet and dim light for a further 5 feet. As a bonus action, it can suppress this light until it chooses to glow again.</p><p><strong><em>Holy Sight.</em></strong> The lomandur’s darkvision penetrates magical darkness.</p><p><strong><em>Familiar.</em></strong> The lomandur can communicate telepathically with its master while they are within 1 mile of each other. When the lomandur is within 10 feet of its master, its master shares its Magic Resistance trait.</p><p><strong><em>Magic Resistance.</em></strong> The lomandur has advantage on saving throws against spells and other magical effects.</p><p><strong><em>Spellcasting (1/Day).</em></strong> The lomandur can cast <em>calm emotions.</em> Its spellcasting ability for this trait is Wisdom.</p><p></p><p><strong><u>Actions</u></strong></p><p><strong><em>Touch (True Form Only). </em></strong><em>Melee Weapon Attack:</em> +5 to hit, reach 5 ft., one target. <em>Hit: </em>5 (1d4+3) force damage, and the target must make a DC 12 Wisdom saving throw or be overwhelmed with tiredness and be poisoned until the end of its next turn. A creature that is immune to being put to sleep magically or to the unconscious condition isn’t affected. The lomandur may choose to not inflict damage when it uses its touch.</p><p><strong><em>Shapeshift.</em></strong> The lomandur magically changes its form into a songbird (speed 10 ft., fly 40 ft.), a dog (Size small, speed 40 ft.), a mouse (speed 30 ft.), or a miniature unicorn (size Small, speed 40 ft.). Its statistics are the same in each form except for its size and speed. Equipment it is carrying is not transformed. It reverts to its true form if it dies.</p><p></p><p><strong><u>Bonus Actions</u></strong></p><p><strong><em>Sunburst (1/Day).</em></strong> The lomandur produces a brilliant flash of sunlight in a 20-foot radius. Each creature in that area must make a DC 11 Constitution saving throw or be blinded until the end of its next turn. Fiends and undead also take 7 (2d6) radiant damage on a failed save, or half as much on a successful one.</p><p></p><p><strong><span style="font-size: 18px">Combat</span></strong></p><p>Lomandur will always try to flee rather than fight. When they do fight, they use their touch attack to weaken their foes, then flee.</p></blockquote><p></p>
[QUOTE="Faolyn, post: 8701818, member: 6915329"] I like warlocks, but I’ve never been fond of the limited number of familiars available to them with Pact of the Chain. Fortunately, this next article is all about supernatural familiars. The first of these creatures is a tiny angel known as [B]lomandur[/B]. The lomandur is actually two different creatures from the article (the telperan and the glissen) mushed together, since they were very similar. The original entry has a rather annoying rules exception to it: they’re immune to natural poisons but not to the toxins of “fantastic beings” like wyverns, leaving it up to the DM to decide what constitutes a fantastic creature. For the record, none of these familiars have artwork. It’s not just me forgetting to post the image. So your imagination will have to suffice. The lomandur is under the header of “Angel,” so uses that entry’s Legends and Lore, Signs, and Behaviors. [COLOR=rgb(65, 168, 95)][SIZE=6][B]Angel, Lomandur[/B][/SIZE][/COLOR] Familiars with a special use, Dragon Magazine #86 Created by Stephen Inniss Lomandur are tiny celestials that that, unlike most angels, are dedicated to goodness instead of law. They resemble genderless, winged humanoid children. Two varieties of them exist: the silvery glissen and the golden telperan, differentiated only by their duties: telperan act as personal assistants and messengers for good-aligned gods and celestials, while glissen act as friends and guides to newly-arrived souls. [B][I]Transformed Souls.[/I][/B] Among the demons and devils, the “luckiest” of souls are transformed into imps and quasits. Lomandur are created in much the same, from souls that were particularly kind and helpful in life. It’s rare for a lomandur to be “promoted” to a more powerful form of angel, but few care: they view helping others as their goal in life, not accumulating power. [B][SIZE=5]Monster Encounters[/SIZE] [I]Terrain:[/I][/B] Astral Plane, Temple [B]CR 0-1[/B] 1-2 lomandur [B][COLOR=rgb(65, 168, 95)][SIZE=7]Lomandur[/SIZE][/COLOR] Tiny celestial (shapechanger)[/B] Challenge 1/4 (50 XP) [B]AC[/B] 13 [B]HP[/B] 7 (2d4+2; bloodied 4) [B]Speed[/B] 20 ft., fly 30 ft. [B]STR[/B] 5 (-3) [B]DEX[/B] 16 (+3) [B]CON[/B] 12 (+1) [B]INT[/B] 13 (+1) [B]WIS[/B] 14 (+2) [B]CHA[/B] 15 (+2) [B]Proficiency[/B] +2 [B]Maneuver DC[/B] 13 [B]Skills[/B] Perception +4 [B]Damage Resistances[/B] radiant; damage from nonmagical weapons [B]Condition Immunities[/B] blinded, charmed, frightened, rattled [B]Senses[/B] blindsight 10 ft., darkvision 60 ft., passive Perception 14 [B]Languages[/B] Celestial, Common [B][I]Immortal Nature.[/I][/B] A lomandur doesn’t require air, sustenance, or sleep. [B][I]Good.[/I][/B] The lomandur radiates an aura of Good. [B][I]Halo (True Form Only).[/I][/B] The lomandur sheds bright light to 5 feet and dim light for a further 5 feet. As a bonus action, it can suppress this light until it chooses to glow again. [B][I]Holy Sight.[/I][/B] The lomandur’s darkvision penetrates magical darkness. [B][I]Familiar.[/I][/B] The lomandur can communicate telepathically with its master while they are within 1 mile of each other. When the lomandur is within 10 feet of its master, its master shares its Magic Resistance trait. [B][I]Magic Resistance.[/I][/B] The lomandur has advantage on saving throws against spells and other magical effects. [B][I]Spellcasting (1/Day).[/I][/B] The lomandur can cast [I]calm emotions.[/I] Its spellcasting ability for this trait is Wisdom. [B][U]Actions[/U] [I]Touch (True Form Only). [/I][/B][I]Melee Weapon Attack:[/I] +5 to hit, reach 5 ft., one target. [I]Hit: [/I]5 (1d4+3) force damage, and the target must make a DC 12 Wisdom saving throw or be overwhelmed with tiredness and be poisoned until the end of its next turn. A creature that is immune to being put to sleep magically or to the unconscious condition isn’t affected. The lomandur may choose to not inflict damage when it uses its touch. [B][I]Shapeshift.[/I][/B] The lomandur magically changes its form into a songbird (speed 10 ft., fly 40 ft.), a dog (Size small, speed 40 ft.), a mouse (speed 30 ft.), or a miniature unicorn (size Small, speed 40 ft.). Its statistics are the same in each form except for its size and speed. Equipment it is carrying is not transformed. It reverts to its true form if it dies. [B][U]Bonus Actions[/U] [I]Sunburst (1/Day).[/I][/B] The lomandur produces a brilliant flash of sunlight in a 20-foot radius. Each creature in that area must make a DC 11 Constitution saving throw or be blinded until the end of its next turn. Fiends and undead also take 7 (2d6) radiant damage on a failed save, or half as much on a successful one. [B][SIZE=5]Combat[/SIZE][/B] Lomandur will always try to flee rather than fight. When they do fight, they use their touch attack to weaken their foes, then flee. [/QUOTE]
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