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Level Up: Advanced 5th Edition (A5E)
A Leveled Up Bestiary
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<blockquote data-quote="Faolyn" data-source="post: 8716456" data-attributes="member: 6915329"><p>The final bat is the <strong>azmyth</strong>, a tiny and friendly creature that is remarkably suitable as a familiar. They’re described in a way reminiscent of <a href="https://biodiversity.utexas.edu/news/entry/campus-biodiversity-batty-about-bat" target="_blank">free-tailed bats</a>—so, adorable—but the picture on their page in the <a href="https://forgottenrealms.fandom.com/wiki/Azmyth" target="_blank">Forgotten Realms Wiki</a> shows them looking more like snakes than anything else. I guess the artist heard long tails and bat wings and that’s it. The picture in the article is, once again, a normal bat head in profile.</p><p></p><p>Taking a few days off so I can hopefully get some writing and art done for my <em>other </em>Level Up book. Then next time, Creature Catalog II!</p><p></p><p><span style="font-size: 22px"><strong><span style="color: rgb(65, 168, 95)">Azmyth</span></strong></span></p><p>Bats that do more than bite, Dragon Magazine #90</p><p>Created by Ed Greenwood</p><p></p><p>Azmyth resemble free-tailed bats with soft, pewter-colored fur and paler crests and beards of fur on their heads. Their skin, visible on their ears, long tails, and wings, can be nearly any (muted) color; green and mauve are particularly common. Their eyes are white and pupilless, and their tails are both unusually long and end with a needle-sharp point. Their wingspan is no more than three feet. Azmyth’s are typically friendly and unaggressive unless provoked. Their diet consists of flowers, fruit, and insects. They emit squeaks when alarmed or angry and endearing chuckles when amused.</p><p></p><p><strong><em>Solitary Wanderers.</em></strong> Unlike true bats, they don’t travel in bats or have a roost. Instead, they travel in large, circular routes, occasionally returning to favorite spots for a few weeks or months at a time. They often form partnerships with humanoids, especially those who are themselves travelers. These partnerships become fast friendships, and the azmyth—who may live more than a century—may pass their friendship down to their companion’s children</p><p></p><p><strong><span style="font-size: 18px">Legends and Lore</span></strong></p><p>With an Arcana or Nature check, the characters can learn the following:</p><p></p><p><strong>DC 10.</strong> Azmyth are tiny, bat-like fey creatures. Their long tail ends in a sharp barb that delivers a nasty electrical shock. Unlike most bats, they rarely travel with their own kind.</p><p></p><p><strong>DC 15.</strong> Azmyth can make for friendly and loyal life-long companions and familiars. They are intelligent but can’t speak, although they can communicate their emotions via a form of telepathy.</p><p></p><p><strong>DC 20.</strong> Known to be wanderers, azmyth travel widely but frequently return to favorite spots. They are mostly solitary but enjoy traveling with humanoids; they seem to enjoy looking at life through a humanoid’s point of view.</p><p></p><p><strong><span style="font-size: 18px">Azmyth Encounters</span></strong></p><p><strong><em>Terrain:</em></strong> caverns, Feywild, forest</p><p></p><p><strong>CR 0-1</strong> azmyth</p><p></p><p><strong><span style="font-size: 18px">Signs</span></strong></p><p>1. A half-eaten fruit; with a DC 15 Nature check, it’s clear that it was eaten by a tiny animal.</p><p>2. With a DC 14 Perception check, the sound of chuckling nearby.</p><p>3. A loud “ow!” from nearby. On investigation, the party discovers a foraging peasant or goblin who has been shocked by the azmyth after trying to grab it.</p><p>4. With a DC 14 Perception check, the sound of bat wings.</p><p></p><p><strong><span style="font-size: 18px">Behavior</span></strong></p><p>1. Eating a fruit or flower.</p><p>2. Having a telepathic communication with a friendly pseudodragon.</p><p>3. Invisibly watching the party and judging their actions.</p><p>4. Hanging upside down from a tree branch and sleeping.</p><p></p><p><strong><span style="font-size: 18px">Names</span></strong></p><p>Barbadine, Dahlia, Freesia, Fuchsia, Papaya, Yucca</p><p></p><p><strong><span style="color: rgb(65, 168, 95)"><span style="font-size: 22px">Azmyth</span></span></strong></p><p><strong>Tiny fey</strong></p><p>Challenge 1/4 (50 XP)</p><p><strong>AC</strong> 12</p><p><strong>HP</strong> 7 (2d4+2; bloodied 3)</p><p><strong>Speed</strong> 5 ft., fly 50 ft.</p><p></p><p><strong>STR</strong> 5 (-3) <strong>DEX</strong> 15 (+2) <strong>CON</strong> 13 (+1)</p><p><strong>INT</strong> 12 (+1) <strong>WIS</strong> 13 (+1) <strong>CHA</strong> 14 (+2)</p><p></p><p><strong>Proficiency</strong> +2</p><p><strong>Maneuver DC</strong> 14</p><p><strong>Skills</strong> Nature +3, Perception +3</p><p><strong>Saving Throws</strong> Dex +4</p><p><strong>Senses</strong> blindsight 60 ft., darkvision 60 ft.,</p><p><strong>Languages</strong> telepathy 30 ft. (can transmit but not receive emotions and images), understands Common and Sylvan but can’t speak</p><p><strong><em>Echolocation.</em></strong> The azmyth can’t use its blindsight while deafened.</p><p><strong><em>Keen Hearing.</em></strong> The azmyth has advantage on Perception checks that rely on hearing.</p><p><strong><em>Familiar.</em></strong> The azmyth can communicate telepathically with its master while they are within 1 mile of each other. When the azmyth is within 10 feet of its master, its master shares its Magic Resistance trait.</p><p><strong><em>Magic Resistance.</em></strong> The azmyth has advantage on saving throws against spells and other magical effects.</p><p></p><p><strong><u>Actions</u></strong></p><p><strong><em>Tail. </em></strong><em>Melee Weapon Attack:</em> +4 to hit, reach 5 ft., one target. <em>Hit: </em>1 piercing damage plus 2 (1d4) lightning damage, and if the target is a creature, it must make a DC 11 Constitution saving throw or it can’t take reactions until the start of its next turn.</p><p><strong><em>Know Alignment (3/Day).</em></strong> The azmyth can use its action to examine a creature it can see within 30 feet. It will know that creature’s alignment, if it has one. This trait lasts for 1 minute, and the azmyth can examine a different creature on each of its turns for the duration.</p><p></p><p><strong><u>Bonus Actions</u></strong></p><p><strong><em>Invisibility.</em></strong> The azmyth magically turns invisible, along with any equipment carried. This invisibility ends if the azmyth makes an attack, falls unconscious, or dismisses the effect.</p><p></p><p><strong><span style="font-size: 18px">Combat</span></strong></p><p>The azmyth turns invisible and then flees, using its tail to attack only if corner. If fighting alongside an ally, it strikes repeatedly with its Tail attack and turns invisible between attacks.</p></blockquote><p></p>
[QUOTE="Faolyn, post: 8716456, member: 6915329"] The final bat is the [B]azmyth[/B], a tiny and friendly creature that is remarkably suitable as a familiar. They’re described in a way reminiscent of [URL='https://biodiversity.utexas.edu/news/entry/campus-biodiversity-batty-about-bat']free-tailed bats[/URL]—so, adorable—but the picture on their page in the [URL='https://forgottenrealms.fandom.com/wiki/Azmyth']Forgotten Realms Wiki[/URL] shows them looking more like snakes than anything else. I guess the artist heard long tails and bat wings and that’s it. The picture in the article is, once again, a normal bat head in profile. Taking a few days off so I can hopefully get some writing and art done for my [I]other [/I]Level Up book. Then next time, Creature Catalog II! [SIZE=6][B][COLOR=rgb(65, 168, 95)]Azmyth[/COLOR][/B][/SIZE] Bats that do more than bite, Dragon Magazine #90 Created by Ed Greenwood Azmyth resemble free-tailed bats with soft, pewter-colored fur and paler crests and beards of fur on their heads. Their skin, visible on their ears, long tails, and wings, can be nearly any (muted) color; green and mauve are particularly common. Their eyes are white and pupilless, and their tails are both unusually long and end with a needle-sharp point. Their wingspan is no more than three feet. Azmyth’s are typically friendly and unaggressive unless provoked. Their diet consists of flowers, fruit, and insects. They emit squeaks when alarmed or angry and endearing chuckles when amused. [B][I]Solitary Wanderers.[/I][/B] Unlike true bats, they don’t travel in bats or have a roost. Instead, they travel in large, circular routes, occasionally returning to favorite spots for a few weeks or months at a time. They often form partnerships with humanoids, especially those who are themselves travelers. These partnerships become fast friendships, and the azmyth—who may live more than a century—may pass their friendship down to their companion’s children [B][SIZE=5]Legends and Lore[/SIZE][/B] With an Arcana or Nature check, the characters can learn the following: [B]DC 10.[/B] Azmyth are tiny, bat-like fey creatures. Their long tail ends in a sharp barb that delivers a nasty electrical shock. Unlike most bats, they rarely travel with their own kind. [B]DC 15.[/B] Azmyth can make for friendly and loyal life-long companions and familiars. They are intelligent but can’t speak, although they can communicate their emotions via a form of telepathy. [B]DC 20.[/B] Known to be wanderers, azmyth travel widely but frequently return to favorite spots. They are mostly solitary but enjoy traveling with humanoids; they seem to enjoy looking at life through a humanoid’s point of view. [B][SIZE=5]Azmyth Encounters[/SIZE] [I]Terrain:[/I][/B] caverns, Feywild, forest [B]CR 0-1[/B] azmyth [B][SIZE=5]Signs[/SIZE][/B] 1. A half-eaten fruit; with a DC 15 Nature check, it’s clear that it was eaten by a tiny animal. 2. With a DC 14 Perception check, the sound of chuckling nearby. 3. A loud “ow!” from nearby. On investigation, the party discovers a foraging peasant or goblin who has been shocked by the azmyth after trying to grab it. 4. With a DC 14 Perception check, the sound of bat wings. [B][SIZE=5]Behavior[/SIZE][/B] 1. Eating a fruit or flower. 2. Having a telepathic communication with a friendly pseudodragon. 3. Invisibly watching the party and judging their actions. 4. Hanging upside down from a tree branch and sleeping. [B][SIZE=5]Names[/SIZE][/B] Barbadine, Dahlia, Freesia, Fuchsia, Papaya, Yucca [B][COLOR=rgb(65, 168, 95)][SIZE=6]Azmyth[/SIZE][/COLOR] Tiny fey[/B] Challenge 1/4 (50 XP) [B]AC[/B] 12 [B]HP[/B] 7 (2d4+2; bloodied 3) [B]Speed[/B] 5 ft., fly 50 ft. [B]STR[/B] 5 (-3) [B]DEX[/B] 15 (+2) [B]CON[/B] 13 (+1) [B]INT[/B] 12 (+1) [B]WIS[/B] 13 (+1) [B]CHA[/B] 14 (+2) [B]Proficiency[/B] +2 [B]Maneuver DC[/B] 14 [B]Skills[/B] Nature +3, Perception +3 [B]Saving Throws[/B] Dex +4 [B]Senses[/B] blindsight 60 ft., darkvision 60 ft., [B]Languages[/B] telepathy 30 ft. (can transmit but not receive emotions and images), understands Common and Sylvan but can’t speak [B][I]Echolocation.[/I][/B] The azmyth can’t use its blindsight while deafened. [B][I]Keen Hearing.[/I][/B] The azmyth has advantage on Perception checks that rely on hearing. [B][I]Familiar.[/I][/B] The azmyth can communicate telepathically with its master while they are within 1 mile of each other. When the azmyth is within 10 feet of its master, its master shares its Magic Resistance trait. [B][I]Magic Resistance.[/I][/B] The azmyth has advantage on saving throws against spells and other magical effects. [B][U]Actions[/U] [I]Tail. [/I][/B][I]Melee Weapon Attack:[/I] +4 to hit, reach 5 ft., one target. [I]Hit: [/I]1 piercing damage plus 2 (1d4) lightning damage, and if the target is a creature, it must make a DC 11 Constitution saving throw or it can’t take reactions until the start of its next turn. [B][I]Know Alignment (3/Day).[/I][/B] The azmyth can use its action to examine a creature it can see within 30 feet. It will know that creature’s alignment, if it has one. This trait lasts for 1 minute, and the azmyth can examine a different creature on each of its turns for the duration. [B][U]Bonus Actions[/U] [I]Invisibility.[/I][/B][I] [/I]The azmyth magically turns invisible, along with any equipment carried. This invisibility ends if the azmyth makes an attack, falls unconscious, or dismisses the effect. [B][SIZE=5]Combat[/SIZE][/B] The azmyth turns invisible and then flees, using its tail to attack only if corner. If fighting alongside an ally, it strikes repeatedly with its Tail attack and turns invisible between attacks. [/QUOTE]
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