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.