Amamir (5e Creature)
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Amamir[edit]
Tiny monstrosity, neutral Armor Class 12
Skills Stealth +4, Survival +0 Pack Tactics. The amamir has advantage on an attack roll against a creature if at least one of the amamir's allies is within 5 feet of the creature and the ally isn't incapacitated. Bad Flier. The amamir falls at the end of a turn if it's airborne and the only thing holding it aloft is its flying speed. ACTIONSBite. Melee Weapon Attack +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. Talons. Melee Weapon Attack +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage.
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Anamir are rather small creatures that like to swarm in small groups. They are very sociable unless they have been starving for a day or two. Do not interact unless you have food with you for these tiny predators. They will call for any nearby allies and friends to attempt to hunt a meal, sometimes taking on animals that are big as a large dog. |
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