Glide. When the Almafidi falls and isn't incapacitated, it can subtract up to 100 feet from the fall when calculating falling damage, and it can move up to 2 feet horizontally for every 1 foot it descends.
Standing Leap. The Almafidi long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.
Draconic Enemy. Attacks deal an extra 1d6 damage per attack to dragons. For the purpose of this attack, "dragon" refers to any creature with the dragon type, including dragon turtles and wyverns.
Multiattack. The almafidi makes two Bite attacks, and one Tail attack.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Tail. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage.
Reptilian speed. The Almafidi can take a bonus action on each of it's turns in combat to dash or disengage.
Lightning Body. The Almafidi can take a bonus action on each of it's turns in combat to add an extra 3 (1d6) lightning damage to each of it's melee attacks.
Description
A Almafidi's face resembles a colubrid in appearance with grayish blue scales covering its slim squirrel-like shape. On its back are patches of white fur as well as a bushy tail covered in rows of spikes. Its front limbs also have a few spikes.
As Almafidi fights, it picks up static electricity in its fur by brushing against trees and the ground. Almafidi uses this static electricity to increase the strength of its attacks. Like a flying squirrel, Almafidi has a membrane between its limbs that allow it to glide for long distances
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