Lutum
Medium Shapechanger
Hit Dice: 6d8+18 (45 hp)
Initiative: +5 (Dex, +4 Improved Initiative)
Speed: 30 ft., roll 50 ft.
AC: 13 (+1 Dex, +2 natural)
Attacks: 2 slams +7 melee, bite +5 melee; or by weapon +7
Damage: Slam 1d6+3, bite 1d8+3; or by weapon type +3
Face/Reach: 5 ft. by 5 ft. /5 ft
Special Attacks: Spell-like abilities, Smother
Special Qualities: Immunities
Saves: Fort +8, Ref +6, Will +8
Abilities: Str 16, Dex 13, Con 16, Int 16, Wis 16, Cha 16
Skills: Bluff +13*, Concentration +7, Diplomacy +6, Disguise +13*, Listen +7, Spot +8, Sense Motive +7
Feats: Alertness, Expert Tactician#, Improved Initiative, Multiattack
Climate/Terrain: Any
Organization: Solitary or Clan (1-8)
Challenge Rating: 5/7
Treasure: Double Standard
Alignment: Always Lawful Evil
Advancement: By character class
Lutums are amorphous beings of tan, gelatinous clay that moves by rolling. They can sculpt themselves and create limbs as needed to aid them in locomotion and combat. With few exceptions they are found in humanoid female shapes, and prefer these forms to their own as it is allows them use the goods and treasures they have acquired.
Furthermore, because all lutums have an innate ability to cast Alter Self four times a day, with duration of four hours for each spell, they can so closely resemble female humans, half-elves, and elves (including drow), that others cannot tell their true nature. These women appear nearly perfect in form and have beautiful, striking features. The lutums have learned that imitating attractive women - rather than plain ones or men - helps them further their goals. Because of their other spell-like abilities, many pose as wizards or druids.
Combat:In humanoid form, lutums posing as spellcasters usually attack with their spell-like abilities and magical items first. If they are forced to melee, they prefer to attack with weapons, further adding to the ruse that they are humans or demihumans. However, if pressed or if their true forms are revealed, lutums attack with two clay-like arms and with their large maws.
A common combat tactic of a lutum is to lure a male victim close by using its feminine charms, cast Charm Person to keep him off guard, and then attack with surprise in an attempt to smother him. If the lutum is planet-side, it uses Stone Shape to catch the victim, and then pummels him to death. Its Passwall ability is usually held in the event it needs to escape.
Immunities (Ex): Lutums are immune to Transmute Rock to Mud, Stone to Flesh, and both spells' reverses. An Earthquake spell instantly kills lutums, and a Move Earth spell incapacitates them for 1d6 minutes.
Lutums suffer full damage from blunt weapons, but only half damage from slashing and piercing weapons. They are also immune to biological poisons (but not mineral-based ones), paralysis, and sleep. Since lutums can fashion limbs as needed from their mass when in their natural forms, they cannot be flanked; however, they are still subject to critical hits and stunning.
Spell-Like Abilities: 4/day Alter Self (duration 4 hours each use); 2/day Detect Thoughts; 1/day Charm Person, Clairaudience (only), Passwall, Stone Shape, and Stoneskin. These abilities are as the spells cast by a 10th-level sorcerer (DC 13 + spell level).
Smother (Ex): If a victim is struck with both slams and a bite, he is caught in the gelatinous clay mass of the lutum and it forcibly shoves itself into the victim's airways. If the victim cannot free himself, he suffocates in 1d4 +1 rounds.
Skills: A lutum receives a +4 racial bonus to Bluff and Disguise checks. *When using Alter Self, a lutum receives an additional +10 circumstance bonus to Disguise checks. If it can read an opponent's thoughts, it gains an additional +4 circumstance bonus to Bluff and Disguise checks.
In the Spheres
Lutums being greedy and powerhungry will use whatever means to gain what they want, this includes learning magic, marriage to some person in power and killing to name put a few paths to power. In short they are ruthless and make great use thier beauty. In addition to being greedy and powerhungry they do love travel and will use thier 'charms' to gain passage on a ship.
The origin of lutums is a mystery. What is know is that they are asexual, reproducing by splitting in half, but only when they feel a need to increase the power of their race; this usually occurs when one or more lutums in a clan die. The new lutums are born as adults with full abilities. In addition they can assume quadrupedal forms and that of male persuasion if they so choose.
# Expert Tactician is a feat in the guidebook to fighters and monks, Sword & Fist. If these rules are unavailable, substitute Combat Reflexes.
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©2002 Wizards of the Coast, Inc.
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Lutum, © 1990 Wizards of the Coast, Inc.
d20 System, Conversion of Lutum ©2002, Ron Pollard
Image by Ron Pollard
Original Source: Monstrous Compendium #7