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.