Small humanoid (lemurfolk), neutral

Armor Class 13

Hit Points 14 (4d6)

Speed 20 ft., climb 10 ft., fly 40 ft.

10 (+0) 15 (+2) 11 (+0) 12 (+1) 10 (+0) 8 (-1)

Skills Acrobatics +4, Stealth +4

Senses darkvision 60 ft., passive Perception 10

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.


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.