Lemure

Lemure

Medium fiend · CR 0 · 10 XP

9 AC · 9 HP

Roll the Lemure

Vile Slime

Press a roll button. The dice land here.

Stat block

Type
Medium fiend, lawful evil
Armor Class
9
Hit Points
9 (2d8)
Speed
20 ft.
Challenge
0 (10 XP), proficiency +2
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
STRDEXCONINTWISCHA
10
5
11
1
11
3

Lemure odds against your Armor Class

Chance to hit, then average damage per attack once misses and critical hits are counted.

AttackAC 12AC 14AC 15AC 16AC 18AC 20
Vile Slime (+2)55%
1.5 dmg
45%
1.3 dmg
40%
1.1 dmg
35%
1 dmg
25%
0.8 dmg
15%
0.5 dmg

Lemure hit points

The stat block uses the average, 9. Rolled, 2d8 lands anywhere from 2 to 16.

2: 1.56%3: 3.13%4: 4.69%5: 6.25%6: 7.81%7: 9.38%8: 10.94%9: 12.50%10: 10.94%11: 9.38%12: 7.81%13: 6.25%14: 4.69%15: 3.13%16: 1.56%
2chance of each total for 2d816
Hit pointsChance
6 or more84%
9 or more56%
13 or more16%
15 or more5%

Roll 2d8 on its own with the d8 roller, or weigh it up on the dice calculator.

Traits

Hellish Restoration. If the lemure dies in the Nine Hells, it revives with all its Hit Points in 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 () Poison damage.

Other CR 0 monsters

This page includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License. The averages, odds and tables are ours.