Lemurfolk

Tome of Beasts (Third Party)

Size
Small
Type
humanoid (lemurfolk)
Alignment
neutral
AC
13
Hit Points
14 (4d6)
Speed
walk 20 ft., climb 10 ft., fly 40 ft.
Skills
Acrobatics +4, Stealth +4
Senses
darkvision 60 ft.
Passive Perception
10
Languages
Common, Lemurfolk
Challenge
1/4
Lineage
Lemurfolk
STR
10
+0
DEX
15
+2
CON
11
+0
INT
12
+1
WIS
10
+0
CHA
8
−1

Traits

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.

recharge

1/TURN

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.

Other data

description