Lemurfolk Greyfur
Small Humanoid (lemurfolk), neutral
Armor Class 13 (16 with mage armor)
Hit Points 67 (15d6+15)
Speed fly +40, walk +20, climb +10
Challenge 4
Skills stealth +5, acrobatics +5
Senses darkvision 60 ft., passive Perception 11
Languages Common, Lemurfolk
Special Abilities
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.
Source: Tome of Beasts · OGL/Open