Lemurfolk Greyfur

Small humanoid (lemurfolk), neutral

Armor Class 13 (16 with mage armor)

Hit Points 67 (15d6 + 15)

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

STR DEX CON INT WIS CHA
9 (-1) 16 (+3) 12 (+1) 16 (+3) 12 (+1) 10 (+0)

Skills Acrobatics +5, Stealth +5

Senses darkvision 60 ft., passive Perception 11

Languages Common, Lemurfolk

Challenge 4 (1,100 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 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.

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.