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Lemurfolk

Small · Humanoid · CR 1/4 · Neutral

Source. Tome of Beasts
Armor Class
13
Hit Points and Hit Dice
14 (4d6)
Challenge Rating CR
1/4

Ability Scores

Core attributes and their modifiers.

STR
10
+0
DEX
15
+2
CON
11
+0
INT
12
+1
WIS
10
+0
CHA
8
-1

Overview

Category Monsters
Size Small
Type Humanoid
Alignment Neutral
XP 50
Initiative Bonus +2

Movement

Walk 20 ft (6.1 m)
Fly 40 ft (12.2 m)
Swim 10 ft (3 m)
Climb 10 ft (3 m)
Crawl 10 ft (3 m)

Senses

Darkvision 60 ft (18.3 m)
Passive Perception 10

Skills

Acrobatics +4 Stealth +4

Languages

Common, 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 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

Blowgun

+4 to hit, range 25/100 ft (7.6/30.5 m). Hit: 1d4 piercing damage.

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.

Kukri Dagger

+4 to hit, reach 5 ft (1.5 m). Hit: 1d4 piercing damage.

Melee Weapon Attack: +4 to hit, reach 5 ft., 20/60 range, one target. Hit: 4 (1d4 + 2) piercing damage.

About Lemurfolk

Lemurfolk is a small humanoid with a Challenge Rating of 1/4. It has a neutral alignment.

In combat, this creature maintains an Armor Class of 13 and possesses 14 hit points (derived from 4d6).

Lemurfolk has communication capabilities including Common, Lemurfolk. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Lemurfolk

2 tips available

When using Lemurfolk in your D&D 5e campaign, consider these tactical approaches:

  • Flight Control Strategy: Target flying creatures with spells like 'Hold Person', 'Web', or 'Grease' to ground them. Without flight restriction, they can escape melee range easily. Consider area denial spells below their flight altitude to force them into disadvantageous positions.
  • Climbing Advantage: This creature can climb at 10 ft. It can use walls and ceilings for tactical positioning. Consider using 'Spider Climb' negation or fighting in open areas without vertical surfaces.

Player Guide: Facing Lemurfolk

2 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Counter Flight Advantage: This creature can fly! Use ranged attacks, reach weapons, or spells like 'Thunderwave' to push it away. Consider 'Gust of Wind' or 'Earthbind' to ground it. Melee characters need fly speed or flight magic to engage.
  • Climbing Defense: This creature can climb at 10 ft! It can use walls and ceilings for surprise attacks. Fight in open areas without vertical surfaces. 'Spider Climb' negation spells can help.

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 1.

Solo Encounter:

A single character of level 2 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 31 XP
  • Hard: 46 XP
  • Deadly: 62 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Lemurfolk?
Lemurfolk has a Challenge Rating of 1/4, making it appropriate for parties of level 0.25.
What type of creature is Lemurfolk?
Lemurfolk is a Small Humanoid, which affects how certain spells and abilities interact with it.
What languages does Lemurfolk speak?
Lemurfolk can communicate in Common, Lemurfolk.

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