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Medium fiend · CR 0

Lemure

Armor Class7
Hit Points13 (3d8)
Speed15 ft.
ChallengeCR 0 (10 XP)
STR
10
(+0)
DEX
5
(-3)
CON
11
(+0)
INT
1
(-5)
WIS
11
(+0)
CHA
3
(-4)
Resistancescold
Immunitiesfire, poison
Cond. ImmuneCharmed, Frightened, Poisoned
Sensesdarkvision 120 ft., passive Perception 10
Languagesunderstands infernal but can't speak
Special Abilities
Devil's Sight. Magical darkness doesn't impede the lemure's darkvision.
Hellish Rejuvenation. A lemure that dies in the Nine Hells comes back to life with all its hit points in 1d10 days unless it is killed by a good-aligned creature with a bless spell cast on that creature or its remains are sprinkled with holy water.
Actions
Fist. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.

Running Lemure in an encounter

As a CR 0 threat worth 10 XP, Lemure is a fair challenge for a party of four at a comparable level. With no legendary actions it works best in numbers or paired with support, where its CR 0 rating won't be burned down in a single round. Use the XP value with the encounter builder to slot it into a balanced fight.

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