Partially Amphibious. The amphiptere can breathe underwater for up to an hour.
Waterproof. The amphiptere's feathery wings and body stop water from clinging to them.
Multiattack. The amphiptere can use its Graceful Presence. It then makes two attacks: one bite attack and one wingbeat attack.
Bite. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 12 (1d10 + 7) piercing damage plus 5 (1d10) lightning damage.
Wingbeat. Ranged Weapon Attack: +10 to hit, range 20/40, one target. Hit: 16 (2d8 + 7) force damage.
Graceful Presence. Each creature of the amphiptere's choice that is within 120 feet of the amphiptere and aware of it must succeed on a DC 15 Charisma saving throw or become charmed by the amphiptere for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the amphiptere's Graceful Presence for the next 24 hours.
Storm (Recharge 6). The amphiptere warps the rain to take the shape of a 30-foot sphere in a place of its choice. Each creature in that sphere must make a DC 15 Dexterity saving throw, taking 25 (5d10) lightning damage plus 25 (5d10) thunder damage on a failed save, or half as much damage on a successful one.
Description
The amphiptere is similar to a dragon, but its lack of legs and many multicoloured feathers set it apart. Its feathers and scales are highly sought after for their water-resistant and warm qualities, making them vital in clothing on this rainy planet.
Previous Versions
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