Armor Class 14 (natural armor)
Hit Points 30 (4d8 + 12)
Speed 30 ft., Fly 60 ft., Swim 30 ft.
STR
11 (+0)
DEX
18 (+4)
CON
17 (+3)
INT
2 (-4)
WIS
16 (+3)
CHA
6 (-2)
Saving Throws DEX +6, CON +5
Skills Perception +4, Stealth +3
Damage Immunities Poison
Condition Immunities Poisoned
Senses Blindsight 10 ft., Darkvision 60 ft., Passive Perception 14
Languages Draconic
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits
  • Flyby - The amphiptere doesn’t provoke an opportunity attack when it flies out of an enemy’s reach.
Actions

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 2) piercing damage plus 2 (1d4) poison damage.

Poison Breath (Recharge 5–6). The amphitere exhales poisonous gas in a 15-foot cone. Each creature in that area must make a DC 11 Constitution saving throw, taking 11 (3d6) poison damage on a failed save, or half as much damage on a successful one.

Description

Tiny Wyverns. An amphitere has bat-like wings and a stinger similar to a wyvern’s at the end of its tail. Their reptilian bodies are scaly, but their wings sprout multicolored feathers.

Swooping and Swift. They are surprisingly maneuverable in spite of their size, able to change direction suddenly and make deadly hit-and-run strikes. They swoop in and out of combat, snapping at targets with their needle-like teeth and striking with their envenomed stingers. Once a foe is poisoned and injured, they hover closer in a tightly packed, flapping mass of fangs, battering wings, and jabbing stingers.

Habitat: ForestGrasslandMountain

yellowhammer

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