OK updating jabberwocky one last time; have a look if you like.
and here is our next victim!
BAT, Azmyth
Small Magical Beast
Hit Dice: 2d10+2 (13 hp)
Initiative: +2 (Dex)
Speed: 10 ft, fly 60 ft (perfect)
AC: 18 (+1 size, +2 Dex, +5 natural)
Attacks: Bite +4 melee, tail stab –1 melee
Damage: Bite 1d4-1, tail stab 1d4-1
Face/Reach: 5 ft by 5 ft/5 ft
Special Attacks: Spell-like abilities, shocking grasp
Special Qualities: Telepathy, darkvision 90 ft
Saves: Fort +4, Ref +5, Will +1
Abilities: Str 7, Dex 15, Con 12, Int 13, Wis 13, Cha 12
Skills: Hide +11, Intuit Direction +6, Listen +8, Move Silently +7, Search +4, Spot +8
Feats: Alertness, Weapon Finesse (bite, tail)
Climate/Terrain: Any land and underground
Organization: Solitary
Challenge Rating: 2
Treasure: None
Alignment: Usually chaotic neutral
Advancement: 3-6 HD (Medium-size)
The azmyth is a solitary wanderer that lives off of flowers, plants and insects. They often form partnerships with humanoids for mutual benefit, though they do not serve as familiars (at least not of their own accord).
An azmyth appears as a small bat with a 3-foot wingspan, crested head and bearded chin. They have white, pupiless eyes, and leathery gray or green skin.
COMBAT
The azmyth attacks by biting its foe and stinging with its needle-sharp tail. It can combine its shocking grasp ability with its bite or tail stab.
Spell-Like Abilities: 3/day—detect thoughts; 1/day— invisibility (self only) and silence. These abilities are as the spells cast by a 6th-level sorcerer (save DC 11 + spell level).
Shocking Grasp (Su): Twice per day an azmyth can deliver a shocking grasp by contact. This attack deals 1d8+2 points of electrical damage. It is otherwise similar to the spell of the same name.
Telepathy (Su): Azmyths can communicate telepathically with any creature within 60 feet that has a language.
The Azmyth first appeared in the Forgotten Realms MC Appendix (TSR).
***
definitely needs a cohort LA!
Here are the original versions of the azmyth (all four of them!). there may not be many differences between them, but I am posting them all because they are short.
Dragon #90:
AZMYTH
FREQUENCY: Rare
NO. APPEARING: 1
ARMOR CLASS: 2
MOVE: 3"/24“ (MC: A)
HIT DICE: 2
% IN LAIR: Nil
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 1/1-2
SPECIAL ATTACKS: Spell use
SPECIAL DEFENSES: Spell use
MAGIC RESISTANCE: 40%
INTELLIGENCE: High
ALIGNMENT: Chaotic neutral
SIZE: S (3’ wingspan)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil
Azmyths are rare, strange bats that live on flowers, small plants, and insects. They are solitary wanderers (although they do have favorite haunts to which they often return), but often form partnerships with (larger) beings of other races (such as elves and humans) for mutual benefit, sometimes establishing loyal friendships with them.
Azmyths have telepathy out to a 6" range, but can only communicate in this way with others of their kind. They emit squeaks when alarmed or enraged, and endearing, liquid chuckles when delighted or amused. They have 90’ infravision.
The jaws of an azmyth do 1 point of damage per bite. In a fight, one will bite and also stab with its needle-sharp tail (1-2 points of damage), but the creatures prefer to avoid direct conflict and employ their spell-like powers from afar.
Azmyths can know alignment three times per day; become invisible (self only) once per day, such invisibility lasting 6 rounds or until the azmyth physically attacks another creature, whichever occurs sooner; cause silence, 15’ radius, centered on themselves, once per day; and twice per day employ a form of shocking grasp in which any direct physical contact with another creature (including bites or tail stabs) can, at the azmyth’s option, transmit 7-14 (1d8+6) points of electrical damage, as well as any physical damage done by the attack.
Azmyths have been known to accompany creatures for their entire lives, and then accompany the creatures’ offspring. The lifespan and mating details of azmyths are unknown. They are not “familiars,” as magic-users understand the term, but closer to a druid’s “woodland companions”; no direct control can be exercised over an azmyth except by magic or psionics.
Drow of the Underdark:
Azmyth
CLIMATE/TERRAIN: Any temperate/any
FREQUENCY: Rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Any
DIET: Omnivore
INTELLIGENCE: High (13-14)
TREASURE: Nil
ALIGNMENT: Chaotic neutral
NO. APPEARING: 1
ARMOR CLASS: 2
MOVEMENT: 3, F1 24 (A)
HIT DICE: 2
THAC0: 19
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 1/1-2
SPECIAL ATTACKS: Magic use
SPECIAL DEFENSES: Magic use
MAGIC RESISTANCE: 40%
SIZE: S (3í wingspan, length up to 4í)
MORALE: Elite (14)
X.P. VALUE: 650
Azmyths live on flowers, small plants, and insects. They are solitary wanderers, though they do have “favorite haunts” to which they often return. They often form partnerships with humanoids for mutual benefit, sometimes forming loyal friendships with such beings. Azmyths have been known to accompany creatures for their entire lives, and then accompany the creatures’ offspring. The lifespan and mating details of azmyths are presently unknown. They are not familiars as wizards understand the term; no direct control can be exercised over one except by spells.
Azymths have crested heads and bearded chins, white, pupilless eyes, and leathery gray, mauve, or emerald green skin. They emit shrill squeaks of alarm or rage, and endearing, liquid chuckles of delight or amusement. They communicate by 60’-range telepathy, and have 90’-range infravision. They can know alignment thrice per day, become invisible (self only, for 6 rounds or less; ending when the azymth makes any successful attack) once per day, and create silence 15í radius, centered on themselves, once a day.
In combat, azmyths bite (1 hp damage) and stab with their powerful needle-sharp tails (1-2 points). Twice per day, an azmyth can unleash a shocking grasp attack, transmitting 1d8+6 points of electrical damage through any direct physical contact with another creature. This attack can be combined with a physical attack for cumulative damage.
MC11:
Azmyth
CLIMATE/TERRAIN: Any temperate/any
FREQUENCY: Rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Any
DIET: Omnivore
INTELLIGENCE: High (13-14)
TREASURE: Nil
ALIGNMENT: Chaotic neutral
NO. APPEARING: 1
ARMOR CLASS: 2
MOVEMENT: 3, Fl 24 (A)
HIT DICE: 2
THAC0: 19
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 1/1-2
SPECIAL ATTACKS: Magic use
SPECIAL DEFENSES: Magic use
MAGIC RESISTANCE: 40%
SIZE: S (3' wingspan, length up to 4í)
MORALE: Elite (14)
XP VALUE: 650
Azmyths live on flowers, small plants, and insects. They are solitary wanderers, though they do have “favorite haunts” to which they often return. They often form partnerships with humanoids for mutual benefit, sometimes forming loyal friendships with such beings. Azmyths have been known to accompany creatures for their entire lives, and then accompany the creatures’ offspring. The lifespan and mating details of azmyths are presently unknown. They are not familiars as wizards understand the term; no direct control can be exercised over one except by spells.
Azymths have crested heads and bearded chins, white, pupilless eyes, and leathery gray, mauve, or emerald green skin. They emit shrill squeaks of alarm or rage, and endearing, liquid chuckles of delight or amusement. They communicate by 60’-range telepathy, and have 90’-range infravision. They can know alignment thrice per day, become invisible (self only, for 6 rounds or less; ending when the azymth makes any successful attack) once per day, and create silence 15’ radius, centered on themselves, once a day.
In combat, azmyths bite (1 hp damage) and stab with their powerful needle-sharp tails ( 1-2 points). Twice per day, an azmyth can unleash a shocking grasp attack, transmitting 1d8 + 6 points of electrical damage through any direct physical contact with another creature. This attack can be combined with a physical attack for cumulative damage.
Monstrous Manual:
Azmyth
Climate/Terrain: Any land
Frequency: Rare
Organization: Solitary
Activity Cycle: Any
Diet: Omnivore
Intelligence: High (13-14)
Treasure: Nil
Alignment: Chaotic neutral
No. Appearing: 1
Armor Class: 2
Movement: 3, Fl 24 (A)
Hit Dice: 2
THAC0: 19
No. of Attacks: 2
Damage/Attack: 1/1-2
Special Attacks: Magic use
Special Defenses: Magic use
Magic Resistance: 40%
Size: S (3')
Morale: Elite (14)
XP Value: 650
Azmyth Azmyths live on flowers, small plants, and insects. They are solitary wanderers, though they do have "favorite haunts" to which they return. They often form partnerships with humanoids for mutual benefit, sometimes forming loyal friendships in the process. Azmyths have been known to accompany creatures for their entire lives, and then accompany the creatures' offspring. The life span of azmyths are presently unknown but is believed to be over 100 years. They are not familiars as wizards understand the term; no direct control can be exercised over one, except by spells. Azmyths have crested heads and bearded chins, white, pupil-less eyes, and leathery gray, mauve, or emerald green skin. They emit shrill squeaks of alarm or rage, and endearing, liquid chuckles of delight or amusement. They communicate by telepathy that has a range of 60 feet, and have infravision to 90 feet. They can know alignment three times per day, become invisible (self only for six rounds or less, ending when the azmyth makes a successful attack) once per day, and create silence 15' radius, centered on themselves, once per day. In combat, the azmyth bites for 1 point of damage and stabs with its powerful needle-sharp tails for 1d2 points. Twice per day, an azmyth can unleash a shocking grasp attack, transmitting 1d8+6 points of electrical damage through any direct physical contact with another creature. This attack can be combined with a physical attack for cumulative damage.