[New Monster] Lomnor

Lomnor

The sounds of general merriment resounded through the small tavern out in the woods. A minstrel struck up a rousing tune and mugs were held high.

Suddenly the priest of the Spider God dropped to the ground, his eyes bulging.

“The wine’s poisoned!” Koram shouted and drew his Crystal Sword.

“No! It just tastes bad!” Chalk yelled. “There is something strange in this room with us!”

The wizard leaped behind the bar and grabbed a small sack of flower. He then looked cautiously about the room. With a look of grim determination Chalk sprang forward and threw the sack of flour at an empty corner of the room while the crowd began to panic.

Something hissed as it shook the flour from itself as best it could. Crouching in the corner was a spindly creature with the head of a chameleon. It glared at the wizard hatefully.

Valance began to slowly recover, working his jaw and stretching his arms.

“What do we do with it?” Koram asked.

“Allow me,” replied the priest of the Spider God with an evil grin.

And he began calling spiders.

Lomnor

No. Enc.: 1 (1d4)

Alignment: Neutral

Movement: 120′ (40′)

Armor Class: 4

Hit Dice: 2+4

Attacks: 1

Damage: 1d6 or by weapon

Save: F5

Morale: 8

Hoard Class: VIIx2

X.P.: 80

From the deepest jungles come the lomnor, short, wiry lizardfolk with heads that resemble those of chameleons. Most often used as spies, the lomnor are able to infiltrate many places with their natural abilities to cling to most any surface at will (as if under the effect of a permanent Spiderclimb spell) and also being able to blend themselves and their gear into the background, becoming virtually unnoticeable (can only be spotted on a roll of 1 on a d8 if moving very slowly or being perfectly still).

Lomnor favor a variety of weapons, most often bearing short bows, javelins or spears, usually coated in a type of poison that will paralyze a foe (those struck by the weapon of a lomnor must make a save versus paralysis at -1 or be paralyzed for 1d4 rounds). Curiously enough these strange lizard people rarely kill individuals (unless bearing a Chameleon Charm, q.v.) but will try to paralyze them and rob them while they are helpless. Because of this these strange creatures have been nicknamed “The Reluctant Assassins”, a moniker that they do not necessarily mind and one that actually gives many lomnor employment among those who want to capture their enemies alive.

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