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  1. SRDs/
  2. D&D 5th Edition/
  3. Monsters/
  4. Lemurfolk Greyfur/

Lemurfolk Greyfur

Lemurfolk Greyfur

Small humanoid, neutral
  • Armor Class 13 (16 with mage armor)
  • Hit Points 67 (15d6+15)
  • Speed 20 ft., climb 10 ft., fly 40 ft.
  • STR
    9 (-1)
  • DEX
    16 (+3)
  • CON
    12 (+1)
  • INT
    16 (+3)
  • WIS
    12 (+1)
  • CHA
    10 (+0)
  • Skills Acrobatics +5, Stealth +5
  • Senses darkvision 60 ft., passive Perception 11
  • Languages Common, Lemurfolk
  • Challenge 4 (1,100 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 greyfur deals an extra 7 (2d6) 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 greyfur that isn't incapacitated and the greyfur doesn't have disadvantage on the attack roll.
  • Spellcasting. the greyfur is a 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The greyfur has the following wizard spells prepared:

    cantrips (at will): light, mage hand, minor illusion, poison spray, resistance

    1st Level (4 slots): mage armor, sleep

    2nd Level (3 slots): detect thoughts, misty step

    3rd Level (2 slots): lightning bolt

Actions

  • Kukri Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., range 20/60, one target. Hit: 5 (1d4 + 3) piercing damage.
  • Blowgun. Ranged Weapon Attack: +5 to hit, range 25/100 ft., one creature. Hit: 5 (1d4 + 3) 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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