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Lemurfolk Greyfur 2014

CR 4 humanoid

Small humanoid, neutral


Armor Class
13 (16 with mage armor)
Hit Points
67 (15d6+15)
Speed
20 ft., fly 40 ft., climb 10 ft.

STR9 (-1)
DEX16 (+3)
CON12 (+1)
INT16 (+3)
WIS12 (+1)
CHA10 (+0)

Saving Throws
Skills
Acrobatics +5, Stealth +5
Senses
darkvision 60 ft., passive Perception 11
Languages
Common, Lemurfolk
Challenge
4 (1,100 XP) · Proficiency Bonus +2

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.

Environments: Forest or Jungle

Source: Tome of Beasts (Kobold Press) · License: OPEN GAME LICENSE Version 1.0a details