Lemurfolk
Small Humanoid (lemurfolk), neutral (CR 1/4)Armor Class 13
Hit Points 14 (4d6)
Speed 20 ft., fly 40 ft., climb 10 ft.
10 (+0)
15 (+2)
11 (+0)
12 (+1)
10 (+0)
8 (-1)
Skills acrobatics 4, stealth 4
Senses darkvision 60 ft., passive Perception 10
Languages Common, Lemurfolk
Challenge Rating 1/4
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.
sizeSmall
typeHumanoid
group
alignmentneutral
strength_save
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constitution_save
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perception
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cr0.25
reactions
legendary_desc
legendary_actions
special_abilitiesname: Silent Glide,desc: 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.,name: Sneak Attack (1/Turn),desc: 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.
spell_list
page_no271
document__license_urlhttp://open5e.com/legal
document__slugtob
document__titleTome of Beasts
document__urlhttps://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/
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Tome of Beasts, page no. 271