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)

Senses

darkvision 60 ft., passive Perception 10

Skills

Acrobatics +4, Stealth +4

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.

small
humanoid
cr1/4
tome-of-beasts