Lemurfolk Greyfur
Tome of Beasts (Third Party)
- Size
- Small
- Type
- humanoid (lemurfolk)
- Alignment
- neutral
- AC
- 13 (16 with mage armor)
- Hit Points
- 67 (15d6+15)
- Speed
- walk 20 ft., climb 10 ft., fly 40 ft.
- Skills
- Acrobatics +5, Stealth +5
- Senses
- darkvision 60 ft.
- Passive Perception
- 11
- Languages
- Common, Lemurfolk
- Challenge
- 4
- Lineage
- Lemurfolk
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 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.
recharge
1/TURN
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.