Lemurfolk Greyfur

Tome of Beasts (Third Party)

Tamaño
Pequeño
Tipo
humanoid (lemurfolk)
Alineamiento
neutral
CA
13 (16 with mage armor)
Puntos de golpe
67 (15d6+15)
Velocidad
walk 20 ft., climb 10 ft., fly 40 ft.
Habilidades
Acrobatics +5, Stealth +5
Sentidos
darkvision 60 ft.
Percepción pasiva
11
Idiomas
Common, Lemurfolk
Desafío
4
Linaje
Lemurfolk
FUE
9
−1
DES
16
+3
CON
12
+1
INT
16
+3
SAB
12
+1
CAR
10
+0

Rasgos

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

Acciones

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.

Otros datos

description