Free interactive D&D 5e SRD stat block

Lemure

Medium Fiend, CR 0, AC 9, 9 HP. Lawful Evil.

Medium Fiend (Devil), Lawful Evil

AC
9
Initiative
-3 (7)
HP
9 (2d8)
Speed
20 ft.
ScoreModSave
STR 10 +0 +0
DEX 5 -3 -3
CON 11 +0 +0
INT 1 -5 -5
WIS 11 +0 +0
CHA 3 -4 -4
Resistances
Cold
Immunities
Fire, Poison, Charmed, Frightened, Poisoned
Senses
Darkvision 120 ft.; Passive Perception 10
Languages
Understands Infernal but can't speak
CR
0 (XP 10; PB +2)

Traits

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.

How to run Lemure

A lemure is the lowest rung of devil and the encounter's atmosphere, not its threat. CR 0, AC 9, 9 HP, Vile Slime at +2 for 2 poison on a hit. One lemure is a speed bump. Eight lemures lurching out of a sulfur pit while a more interesting devil watches from a balcony is the encounter you actually want to run.

Run them as a wall of bodies, not a fight. The 20 ft. walk speed is glacial, so the lemures do not flank or maneuver; they shamble forward and press, and the party either holds the line or gets bogged down. Cluster them in groups of four to six so the cleric is tempted to spend a Turn Undead-equivalent (note that lemures are fiends, not undead, so the actual play here is something like Holy Word or a paladin's Smite). Resistance to cold and immunity to fire and poison cuts off the obvious area damage spells, so a wizard who reflexively casts Fireball gets a frustrating round.

Hellish Restoration is the GM's secret weapon outside combat. A lemure killed in the Nine Hells comes back in 1d10 days unless the killer was under Bless or the remains were sprinkled with Holy Water. Use this for set dressing in any infernal location: the lemures the party slaughtered last session are back next session, dragging themselves out of the same pit, and the party realizes nothing in Hell stays dead. That is more disturbing than any single combat.

The lemure does not retreat. It cannot. Int 1, Cha 3, no self-preservation. The fight ends when the lemures are all reduced to 0, and the party should feel like they are mowing down something pitiable. Describe them as faces half-formed, eyes weeping, mouths trying to plead in a language they no longer remember.

Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.

How to use this page

  • Click any number in the stat block — attacks (+12), damage (2d6+7), save DC (DC 20), ability mods, saves, or skills — to roll dice instantly.
  • Shift + click for advantage. Ctrl/⌘ + click for disadvantage.
  • Click a spell name for a quick reference card.
  • Add your party's AC on the left to see who got hit on each attack.
  • HP and party persist in your browser — share a state with the URL bar.

Run real sessions, not just stat blocks

LorePanic searches every rulebook in milliseconds, transcribes Discord games, and lets an AI agent take notes while you narrate. Free trial, no credit card.

Try LorePanic free →