Lemurfolk

Lemurfolk

Small humanoid, neutral
  • Armor Class 13 ()
  • Hit Points 14 (4d6)
  • Speed 20 ft., climb 10 ft., fly 40 ft.
  • STR
    10 (+0)
  • DEX
    15 (+2)
  • CON
    11 (+0)
  • INT
    12 (+1)
  • WIS
    10 (+0)
  • CHA
    8 (-1)
  • Skills Acrobatics +4, Stealth +4
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Common, Lemurfolk
  • Challenge 1/4 (50 XP)
  • Silent Glide. The lemurfolk can glide for 1 minute, making almost no sound. It gains a fly speed of 40 feet, and it must move at least 20 feet on its turn to keep flying. A gliding lemurfolk has advantage on Dexterity (Stealth) checks.
  • Sneak Attack (1/Turn). The lemurfolk deals an extra 3 (1d6) damage when it hits with a weapon attack and it has advantage, or when the target is within 5 feet of an ally of the lemurfolk that isn't incapacitated and the lemurfolk doesn't have disadvantage on the attack roll.

Actions

  • Kukri Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., 20/60 range, one target. Hit: 4 (1d4 + 2) piercing damage.
  • Blowgun. Ranged Weapon Attack: +4 to hit, range 25/100 ft., one creature. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned and unconscious for 1d4 hours. Another creature can use an action to shake the target awake and end its unconsciousness but not the poisoning.

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All SRD content is licensed under OGL 1.0a, with material from Wizards of the Coast, Tome of Beasts, and Creature Codex.