These also have immunity to petrification and some SLAs, though. Should we drop something there?I'm fine with immunity to poison (since imp and quasit both have it), but don't want to get 1e-fiddly with the specific sources of the poisons.
Lomendur can swim at their walking or flying rate, whichever is faster. On land or in the air, they can use the same weapons that galadur do, but lomendur strike only once per round if they use a sword, and they gain no bonuses to hit with the bow. A lomendur’s dexterity is 15, and its charisma is 13 with respect to other creature types.
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 1-3/1-3 or by weapon type
Though it can use weapons in its unpolymorphed form, a tabur prefers to strike with its hands, for 1-3 points of damage per hand. The damage figure is this high because the tabur has an instinctive knowledge of anatomy, like that of a monk. With its hand attack, it can stun or kill an opponent of size S as a first-level monk (1% chance to kill vs. AC 7, up to 4% vs. AC 10).
Each tabur can polymorph itself into three different forms from the following list of four: hawk (large), badger, dog (treat as a wild dog), and hare.
The tabi have two powers that resemble cleric spells. First, they can hold person once a day, as a 2nd-level cleric, surpassing the actual spell because they can affect any number of eligible persons or creatures within range. Second, the tabur can feign death once a day for up to 14 turns.
You put the recipient into a deathlike condition. At your option, this can be a cataleptic state that is impossible to distinguish from death, or the subject can appear to be in a coma or deep sleep. Although able to smell, hear, and know what is going on, the subject is blind and has no sense of touch or pain. The subject does not need to eat, drink or breathe.
While the spell is in effect, the subject is immune to subdual damage, and any normal or ability damage inflicted is reduced by half. In addition, the subject is immune to mind-affecting attacks, paralysis, poison, disease, and energy drain. The effects of any poison or disease already affecting the subject when the spell takes effect are halted until the spell ends. If the subject has any negative levels when the spell takes effect, the saving throw to remove is delayed until the spell ends.
Hare: CR--; Tiny Animal; HD 1/2 d8; hp 4; Init +4 (Dex); Spd 30 ft.; AC 16 (+2 size, +4 Dex); Atk none; SQ scent; Face 2 1/2 ft. by 2 1/2 ft.; Reach 0 ft.; SV Fort +2, Ref +6, Will +1; Str 3, Dex 18, Con 11, Int 2, Wis 12, Cha 7.
Skills: Hide +5, Jump +12, Listen +8, Spot +2.
In that case, we should probably make a more realistic mini statblock for the hare.
Or is that splitting hares?![]()

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.