Skip to main content

Lemure

Medium Fiend (devil), lawful evil

CR 0

10 XP

AC: 7
HP: 13 (3d8)
Speed: walk 15 ft.
Senses: darkvision 120 ft., passive Perception 10
Languages: understands infernal but can't speak
STR
10
+0
DEX
5
-3
CON
11
+0
INT
1
-5
WIS
11
+0
CHA
3
-4

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.

Quick Reference

Challenge: CR 0
Type: Fiend
Size: Medium
Alignment: lawful evil
Best for party of 4 at level 1

Running This Encounter

Lemures are the weakest devils, suitable only as minions or comedy relief for low-level parties. Use them in groups of 6+ to pose any real threat, or as single encounters for 1st-level adventurers. They're ideal for demonstrating infernal hierarchy or as servants of more powerful devils. Consider them atmospheric encounters in hellish locations rather than serious combat challenges.

Combat Tactics

Lemures mindlessly attack the nearest target with their fists, showing no tactical awareness or self-preservation. They rarely flee and fight until destroyed, making them predictable but relentless in groups.

Environment & Setting

Lemures inhabit the lowest planes of the Nine Hells, typically found in infernal dungeons, torture chambers, or serving as laborers. They're commonly encountered in devil-worshipping cults or as guardians in demonic lairs.

Related Monsters