Lobe Lemur

Small Monstrosity, neutral

Armor Class 14

Hit Points 93 (17d6+34)

Speed swim +30, walk +40, climb +40

Challenge 4

STR
10
+0
DEX
18
+4
CON
15
+2
INT
5
-3
WIS
12
+1
CHA
7
-2

Saving Throws dex +6

Skills perception +1

Senses darkvision 60', passive Perception 13

Languages understands Common but can't speak

Special Abilities

Danger From Above. If it jumps 10 ft.+ straight toward a creature from a higher position than the target such as leaping down from a tree it has advantage on next attack roll it makes vs. that creature.

Standing Leap. Its long jump is up to 30' and its high jump is up to 15 ft. with or with o a running start.

Swamp Camouflage. Has advantage on Dex (Stealth) checks made to hide in swampy terrain.

Actions

Multiattack. Three Claw Swipes or one Face Clamp and two Claw Swipes.

Claw Swipe. Melee Weapon Attack: +6 to hit, 5 ft., one target, 9 (2d4+4) slashing damage.

Face Clamp. Melee Weapon Attack: +6 to hit, 5 ft., one target, 9 (2d4+4) piercing damage and lemur attaches to target's head. If lemur is already attached to the target when it hits with this attack it doesn't deal damage. Instead target is blinded until end of its next turn. While attached to the target lemur can attack no other creature except target but has advantage on its attack rolls. Lemur's speed also becomes 0 it can't benefit from any bonus to its speed and it moves with target. Creature including target can use action to detach lemur via DC 14 Str check. On its turn lemur can detach itself from target by using 5 ft. of move.

Source: Tome of Beasts 3 · OGL/Open