Lemure
Monster Manual (2025) p. 194
- Size
- Medium
- Type
- fiend (devil)
- Alignment
- lawful evil
- AC
- 9
- Initiative
- -2
- Hit Points
- 9 (2d8)
- Speed
- walk 20 ft.
- Resistances
- cold
- Immunities
- fire, poison
- Condition Immunities
- charmed, frightened, poisoned
- Senses
- darkvision 120 ft. (unimpeded by magical darkness)
- Passive Perception
- 10
- Languages
- understands Infernal but can't speak
- Challenge
- 0
- Lineage
- Lemure
- Environment
- planar (nine hells)
STR
10
+0
DEX
5
−3
CON
11
+0
INT
1
−5
WIS
11
+0
CHA
3
−4
Traits
Proficiency Bonus
+2
Hellish Restoration
If the lemure dies in the Nine Hells, it revives with all its Hit Points in 1d10 days unless it is killed by a creature under the effects of a Bless spell or its remains are sprinkled with Holy Water.
Actions
Vile Slime
Melee Attack Roll: +2, reach 5 ft. Hit: 2 (1d4) Poison damage.
Other data
description
The least of all devils, lemures arise from wicked souls, their mortal memories scoured away. Only vague limbs and anguished features jut from these slurries of infernal proto-matter.
Lemure: Lemures torment weaker creatures, but in the Nine Hells, few such beings exist. To avoid greater suffering, they obey the orders of more powerful devils.