Lumi (CR 2)

Medium Outsider (Extraplanar)
Alignment: Often lawful neutral
Initiative: +3; Senses: clear vision, darkvision 60 ft., Listen +7, and Spot +9
Languages: Common, Lumi


AC: 18 (-1 Dex, +7 half-plate armor, +2 heavy steel shield), touch 9, flat-footed 18
Hit Dice: 2d8+4 (13 hp)
Fort +5, Ref +2, Will +5
Speed: 30 ft. (20 ft. in half-plate armor)
Space: 5 ft./5 ft.
Base Attack +2; Grapple +3
Attack: masterwork morningstar +5 melee
Full Attack: masterwork morningstar +5 melee
Damage: Masterwork morningstar 1d8+1
Special Attacks: Spell-like abilities
Abilities: Str 13, Dex 8, Con 15, Int 10, Wis 15, Cha 10
Special Qualities: body of light, clear vision, Floating head, outsider traits
Feats: Improved Initiative; Weapon Focus (morningstar)
Skills: Concentration +7, Diplomacy +7, Heal +7, Knowledge (the Planes) +5, Listen +7, Search +7, Sense Motive +9, and Spot +9
Advancement: by character class
Climate/Terrain: Positive Energy Plane
Organization: Company (2-4 3rd level fighters or clerics), squad (11-20 3rd-level fighters or clerics plus 2 8th-level fighter/clerics and 1 12th-level cleric)
Treasure/Possessions: standard

Source: Monster Manual III

A solemn and dignified head floats about six inches above the shoulders of the otherwise headless body of this stocky humanoid creature. The being's skin softly glows, and white light peeks between the cracks of its armor.

The lumi are a race of warriors and healers who live on the positive energy plane. There they build towering cities of glass and light that are protected from intruders simply by virtue of the plane's dangers to nonnative life. The power of unchecked positive energy keeps all but the most curious from even reaching their doorstep.

The lumi worship light as a concept rather than owing allegiance to any deity. They praise its ability to uncover that which is hidden and see it as a symbol of purity and truth. The lumi themselves are honest to a fault and are known for their inability to hold back from telling others blunt and unflattering truths. They despise deception above all other offenses, and lies (or even simple illusion spells) are capital crimes within their settlements. Lumi often travel to the material plane to battle wielders of negative energy or known deceivers. This can make them allies of good-aligned adventurers for a time, but they put their own code of honesty and truth ahead of the well-being of others. They think nothing of slaying those who offend their morality.

An average lumi stands between 5 and 7 feet in height and weighs 100 to 300 pounds.

Lumi speak their own language, Lumi, as well as Common.

Combat

A lumi wields a golden morningstar with trained ease as it wades into melee. It prefers open combat on a clear field of battle, eschewing ambush tactics entirely. Lumi clerics favor spells that enhance their warriors over those that directly affect the enemy.

Body of light (Su): A lumi's body is infused with a softly glowing positive energy. It is immune to all death spells, magical death effects, energy drain, and any negative energy effects (such as from inflict spells or chill touch).

Lumi are adapted to live on the positive energy plane. They never gain additional temporary hit points as a result of being on a plane with the major positive-dominant energy trait, and thus are never in danger of exploding when on the positive energy plane. They still gain full benefit from the fast healing ability of planes with any positive-energy trait.

A lumi sheds white light in a 5-foot radius at all times. It cannot voluntarily suppress this ability, though the light can be concealed by spells that create darkness.

Clear vision (Ex): a lumi cannot be blinded or dazzled by any effect. It can still be effectively blind due to concealment, such as by darkness or fog. It is specifically immune to color spray, rainbow pattern, searing light, sunbeam, sunburst, or other effects that use direct light as an attack form (such as a ghaele's light ray attack). Sun blades deal only nonlethal damage to a lumi.

Floating head (Ex): a lumi's head naturally floats a few inches above its shoulders. The creature can rotate its head in any direction but cannot raise, lower, or otherwise move its head away from where it floats; an unseen force prevents others from moving its head as well. Opponents who flank a lumi do not gain the normal +2 bonus on attack rolls. Lumi are immune to the decapitation power of a vorpal weapon. They may not be strangled and are immune to suffocation.

Spell-like abilities: At will - disrupt undead (DC 10), light; 3/day - cure light wounds, glitterdust (DC 12). Caster level 3rd.

Skills: a lumi has a +2 racial bonus on Search, Sense Motive, and Spot checks.

Lumi Society

The lumi have a highly ordered society with a strict hierarchy based on their theology. Each settlement is more or less independent, though periodically the high ecclesiastics of many cities will gather in a hidden cathedral that floats alone in the positive energy plane. The lumi are dedicated to wiping our liars and other deceivers; they would like nothing more than to invade the Material Plane and execute every dishonest creature. Fortunately, their numbers are far too few for such a scourge - so far. The lumi's numbers are growing quickly. Some worry that within less than twenty years, the lumi may have enough soldiers to enact their envisioned cleansing. Such an invasion is likely to have grave consequences.

Lumi As Characters

Lumi characters possess the following racial traits: