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.
How the lemure compares at CR 0
Against the 28 other challenge 0 monsters in the SRD 5.1, the lemure has more hit points than 27 of them, which makes it one of the toughest at its CR. See every CR 0 monster.
Statistic
Lemure
CR 0 average
Armor Class
7
11.2
Hit points
13
3
Best attack bonus
+3
+2
Lemure 2024 stat block
The 2024 Monster Manual revised the lemure, and the SRD 5.2 carries the new stat block. What changed:
Armor Class: 7 → 9.
Hit points: 13 → 9.
Speed: 15 ft. → 20 ft..
New in its stat block: Hellish Restoration and Vile Slime.
Gone from it: Devil's Sight, Hellish Rejuvenation and Fist.
darkvision 120 ft. (unimpeded by magical darkness), passive Perception 10
Languages
Understands Infernal but can’t speak
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.