Lukatmi (3.5e Monster)
Rate this article |
Discuss this article
|Size/Type:||Medium Aberration (Chaotic, Extraplanar)|
|Hit Dice:||11d8+66 (115 hp)|
|Armor Class:||22 (+6 dex, +6 natural), touch 16, flat-footed 16|
|Attack:||Feral Slam +14 melee (1d10+6 plus hexing, 19-20/x2)|
|Full Attack:||Feral Slam +14/+9 melee (1d10+6 plus hexing, 19-20/x2)|
|Space/Reach:||5 ft/5 ft|
|Special Attacks:||Hexing, Whirling Strikes|
|Special Qualities:||Darkvision 60 ft, DR 5/magic, Evasion, Gyration, Observational Curse, Observational Invitation, Surface Bound, Vileflesh|
|Saves:||Fort +9, Ref +9, Will +13|
|Abilities:||Str 22, Dex 22, Con 22, Int 23, Wis 23, Cha 23|
|Skills:||Balance +20, Escape Artist +20, Intimidate +20, Listen +20, Sense Motive +20, Sleight of Hand +20, Spot +20, Tumble +20|
|Feats:||Deflect ArrowsB, Snatch ArrowsB, Power Attack, Cleave, Combat Reflexes, Improved Initiative|
|Alignment:||Always Chaotic Evil|
|Advancement:||12-22 HD (Medium)|
The horizon is peaceful, clear, and calm. But wait, what's that in the distance? A silvery gyrating figure dancing upon the surface of the water. You blink, and it is gone, for it is now directly behind you.
Said to be a creature of the Far Realm, the terrifying lukatmi is a dangerous creature operating under alien physics. It is normally entrapped in an area, invisible and ethereal and unable to be seen or interacted with even if you are standing right next to it. However, if one steps 100 ft away from it and they peer back to where it exists they will see it, and it will see them. In a single swift motion it draws near the observer and begins the attack, for none may see its appearance and live.
It appears as a humanoid skeleton wrapped in a thick silvery gel or liquid metal that almost but not quite covers its form. Its body is constantly in violent motion, "dancing", which never ends until the thing is dead (and often not until several minutes later do the pieces stop jiggling). It only screams in apparent pain or anger, and its eyes glow baleful red with some internal power.
Its strange movement and the fact it only seems to exist when observed originally make it alien, but its baneful appearance makes it dangerous to even powerful creatures. It strikes at the very concept of vitality, and those who see it are cursed with a lack of vital essence rendering them far weaker than normal.
The lukatmi is humanoid proportions with highly variable weight. The ooze that makes up its flesh seems to drip upward from whatever surface it is climbing on.
The lukatmi wants to be observed, and the smart thing is to avert your eyes or fight blind. Against those, the lukatmi is most aggressive, wailing and flailing and trying to trigger its hex on beefy opponents who have the most to lose from the curse.
Gyration (Ex): The lukatmi never stops moving, twisting, gyrating, and dancing. As a result, it is under a constant extraordinary freedom of movement, and it is immune to any effect that would deny it move actions (such as dazing, but not the slowness of solid fog).
Hexing (Su): When a creature is struck by a lukatmi's slam attack it must make a Fortitude save (DC 20) or half it's maximum hp temporarily cut in half. This lasts for 1 minute or until remove curse or other effects that remove curses are applied. The extra hp you have over half are not lost, but are effectively inaccessible while cursed. If you drop to -10 hp or less while cursed and you die, you remain dead even if you would gain enough hp to come back to life. The save DC is Charisma based.
Observational Curse (Ex): To see a lukatmi is to invite a corruption of your very essence. Treat this as a passive gaze attack for anyone within 100 ft of the lukatmi. They must make a DC 20 Will save or take 2d6 vile damageBoVD each round at the start of their turn. A successful save merely makes it normal damage. Combined with hexing, it can be a very difficult fight to keep one's hit points.
Observational Invitation (Ex): A lukatmi cannot approach a target. In their natural form they are locked in a 100 ft area, ethereal and invisible. However creatures outside of this range at a minimum distance of 100 ft can make a DC 20 Spot check to see something dancing wildly in the distance, a somehow visible lukatmi. If they see the lukatmi, it immediately appears adjacent to the first viewer on the material plane and attacks! This is effectively teleportation, and it can pass through windows and walls to get to its target. At this point it may move freely until all creatures who viewed it are dead or it has been unobserved for 10 minutes, after which it becomes locked in place and shifted back to the ethereal plane.
Surface Bound (Ex): The lukatmi appears to bubble and boil out of surfaces. They cannot jump, be lifted, nor exist not attached to a surface. They pass over water and other liquid surfaces as if they were solid. If forced under a surface such as water, they rise to the surface at 60 ft a round automatically once freed. A lukatmi can never fly and any force that tears it from the surface immediately shunts it back to the ground, taking 1d6 damage every 5 ft it must travel.
Vileflesh (Ex): The silvery miasma that makes up a lukatmi's body is dangerous to the touch. Creatures in a grapple or striking the lukatmi with a natural weapon or unarmed strike take 1 point of vile damage for the trouble. When the lukatmi dies it melts into a pile of silvery goo, which retains these vile properties for 11 days before evaporating. A single lukatmi is enough to coat a weapon 11 times in a "poison" that causes the next strike to do vile damage.
Whirling Strikes (Ex): A lukatmi is always in motion, flailing its limbs. It can choose to make either a single bonus attack at its highest attack modifier (as per haste) against a single target, or make a Whirlwind Attack.