Der erste Umzug aus der Bildergalerie. Folglich habe ich mir die Beschreibung zu dieser Kreatur während der Umarbeitung ausgedacht. Die Werte kamen erst um einiges später.

The aquatic folk of the Lakurai inhabits the dark depths of large lakes or even nordic fjords with a high percentage of fresh water.
Sometimes these lakes are located in deep caverns and the Lakurais have followed subterranean streams or rivers to build their large underwater cities there.
Lakurais only survive in fresh water. Saltwater would lead to massive organ - dysfunctions (Fort Save DC 15 once every 10 minutes, +1 for each previous check, or sustain 1d4 points of subdual damage, if unconscious 1d4 points of normal damage).
They are also unable to breathe air. Apply the drowning rule here (DMG, Chapter 3, The Environment, The Drowning Rule).

In general Lakurais prefer muddy water hiding their cities and preventing strangers from diving too deep into their territories without loosing their orientation. That is the reason why rarely a bard is telling stories of their befogged, in the water currents swaying cities, which they build of a strange, reddish plant.
Large tunnels artistically woven of more than 10 ft. long and 3 ft. wide leaves horizontally and vertically arc between impressive buildings made of the same plant.
They seem to have no constant shape and change their form with the flow of the currents. The more than 5 floors high buildings are decorated at their tops and less often on their sides with seeweedlike red floating plant flags.
Lakurai cities remind of both, great human castles and dark underwater kelp forests. Humans or other strangers would have difficulties after entering such a building through one of the holes between the leaves, because there is no obvious up or down and tunnels lead away to the left and to the right as well as upwards and downwards.
Like thousands of glowworms small sources of lights faintly glow between the large leaves of the plants and cover the whole scenery in a misty reddish light. These light sources seem to be a sort of berry, which the plant produces and which do no longer function, if they are picked. Somehow the Lakurais have found a way to manufacture a kind of lantern out of it (illuminating a sphere of 5 ft. in muddy water for 6 days), which they use to take with them when hunting to decoy deepwater-fish. As the plant, these lanterns die and thus don't function in saltwater or if exposed to air.

The size of Lakurai communities is never less than 2000 individuals, though small groups sometimes can be encountered hunting outside the city.
The government of the Lakurais is the one of an elder - council.
Lakurais are not generally hostile against strangers, but they would defend themselves against apparently malicious intentions.
They usually refuse to tell strangers anything about their culture, science, abilities etc. and especially the plant. Because no one ever even got to know the name of it, storytellers invented their own names as Firesail or Redragonstailtang.
On the other side often only very old Lakurais could remember having seen a creature not native to the depths of their lake.

In battle Lakurais prefer to attack from distance first if possible making use of the darkness and muddy water.
Half of the group then closes up to melee trying to concentrate on one or two opponents and separating the group, whereas the marksmen still fire on enemies not engaged in melee.
But Lakurais are very creative and able to vary their tactics depending on what seems to be most advantageous in a particular situation although not having much experience in real military tactics.

Within the boundaries of their habitat Lakurais are nearly as versatile and adaptable as humans.
They have no favored class, but wizards are extremely rare among them and monks practically unknown. Nevertheless this doesn't mean it would be impossible for a Lakurai to learn such skills from foreigners.
Lakurai clerics worship Eadro and refer to themselves as his Long forgotten Children. They can choose from the following domains: Animal, Protection and Water.

Lakurais speak Aquan at low sound frequencies. They are able to breathe and speak simultaneously thanks to their abdominal gills.


Medium - Size Humanoid (Aquatic), CR 1; Size M; HD 2d8; HP 9

Init +1 (+1 Dex); Spd. 20ft., swim 60ft.;

AC 15 (+1 Dex, +3 natural, +1 Dodge), touch 12, flat-footed 13

Attack Masterwork trident +2 melee (masterwork trident 1d8 #2 range increment 10 ft.); or Masterwork Lakurai heavy crossbow +3 ranged (masterwork Lakurai heavy crossbow 1d10 19-20*2 range increment 120ft.)

SV Fort +3, Ref +1, Will +1; AL any; Str 11, Dex 12, Con 11, Int 14, Wis 13, Cha 12

Skills and Feats: Craft (any one) +4, Diplomacy +3, Hide +8, Listen +5, Sense Motive +3, Spot +4; Blind-Fight, Dodge

Climate Terrain: Temperate or warm aquatic

Organization: Squad (5-11 plus 3-5 5th-level guides, 1 10th-level leader), large town - large city (2000-18000, apply rules for level adjustments for NPCs as in Player's Handbook, Chapter 4, Generating Towns, NPCs in the Community)

Treasure: Standard

Advancement: By character class

Improved low light vision (Ex):

Lakurai can see ten times as far as a human in starlight, moonlight, torchlight and similar conditions of low illumination.

Lateral line (Ex):

A Lakurai can locate movement underwater within a 30 ft. radius. This ability negates the effects of poor visibility and invisibility. The sense is based on water movement caused by a moving object. The Lakurai can only determine the size category and speed (within 20 ft. error) of an object. He can not say if it's a living creature or only an object, but because waves or rather changes of pressure spread orbicular, it's possible to sense movement even around a corner to a certain amount.

Immunity (Ex):

Lakurais are immune to all poisons. The grounds of lakes often are polluted by sulphuric springs, high ammonia levels or similar toxious natural or unnatural substances. The Lakurais have developed a natural immunity against these.

Adaptability (Ex):

Because Lakurai are adaptable and flexible, they gain 1 extra feat (already added at the statistics above) and 4 extra skill points (already added at the statistics above). If Lakurai pick up a class, they gain 1 extra skill point every level above the first.

As humans, elves, dwarves and many other races Lakurai usually have class-levels. The statistic above only shows the basic concept of a Lakurai.
Though these statistics can be used without adding class levels, it is recommended to do so. This can be a simple commoner, but also every player character class. Feel also free to equip the Lakurai e.g. with appropriate armor, potions etc.

Lakurai heavy crossbow,

Exotic Weapon - Ranged
Medium-size Cost Damage Critical Range Increment Weight Type
Lakurai crossbow, heavy 100 gp 1d10 19-20*2 120ft. 7lb. Piercing
Lakurai bolts, crossbow (10) 2 gp - - - 2lb. -

A Lakurai heavy crossbow requires two hands to use effectively, regardless of the user's size. You draw a Lakurai crossbow back by stepping on the bow and pulling the string over a hook with your hands.
Loading a Lakurai heavy crossbow is a full round action that provokes attacks of opportunity. Loading can only be done effectively underwater. It is possible to load a Lakurai heavy crossbow on land by sitting down, but you have to add move-equivalent actions for crouching and again for positioning in order to be able to shoot after loading.
For shooting with one hand apply the rules for the heavy crossbow at the Player's Handbook, Chapter 7, Weapons. For Lakurais this weapon is simple.
Lakurai crossbow bolts are longer than normal crossbow bolts and forged with cruel barbs like those of a harpoon. Before any healing abilities or magic can be applied to the victim, the crossbow bolt has to be pulled out. Doing so requires two free hands, a full round action and inflicts additional damage equal to the initial damage the bolt caused. If the victim has wounds from other sources than Lakurai bolts, healing functions normal of course for the points of damage caused by these sources.