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.