Tiny Fey, Neutral Good
Armor Class 15 (natural armor)
Hit Points 24 (7d4 + 7)
Speed 10 ft., Fly 40 ft.
STR
2 (-4)
DEX
20 (+5)
CON
14 (+2)
INT
14 (+2)
WIS
4 (-3)
CHA
18 (+4)
Senses Darkvision 60 ft., Tremorsense 60ft, Passive Perception 9
Languages --
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Familiar. With the DM's permission, the Find Familiar spell can summon an Anurognathus. Then you add your proficiency bonus to all the roll of this creature.

Mimicry. The raven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.

Multiattack. The Fey makes a number of attacks equal to half your proficiency bonus (rounded down) if it's a familiar and two if it's savage.

Actions

Blood Drain. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage, and the Anurognathus attaches to the target. While attached, the Anurognathus doesn't attack. Instead, at the start of each of the Anurognathus's turns, the target loses 5 (1d4 + 3) hit points due to blood loss.

The Anurognathus can detach itself by spending 5 feet of its movement. It does so after it drains 10 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the Anurognathus.

Flyby. The Anurognathus doesn’t provoke an opportunity attack when it flies out of an enemy’s reach.

Flock Tactics. If an ally of the Anurognathus has attacked a creature on the last turn they have advantage on attacks made against that creature.

Keen Sens. The anurognathus has advantage on Wisdom (Perception) checks.

Fey Step. The Anurognathus magically teleports up to 30 feet to an unoccupied space it can see. Then one of the following effects occurs, based on the Anurognathus’s chosen mood.

 

Reactions

Burst of Ingenuity (2/day).  When a creature within 30 feet makes an ability check or a saving throw. The Anurognathus sing and that adds 1d6 to the roll.

Fey Step. The Anurognathus magically teleports up to 30 feet to an unoccupied space it can see. Then one of the following effects occurs, based on the Anurognathus’s chosen mood.
Fuming. The Anurognathus has advantage on the next attack roll it makes before the end of this turn.
Tricksy. The Anurognathus can fill a 5-foot cube within 5 feet of it with magical darkness, which lasts until the end of its next turn.

Description

The Anurognathus, a small and agile flying reptile, thrives in dense forest environments. With a wingspan of about 50 cm (20 inches), it is a master of aerial hunting, swooping through trees and open skies in search of insects. Its large, sensitive eyes are perfect for navigating twilight hours, making it an efficient dusk or nighttime predator.

Covered in a soft layer of fuzz, it keeps warm while on the move, and its short tail gives it excellent balance during swift, acrobatic maneuvers. Its needle-like teeth and wide jaws allow it to snatch flying insects mid-air, making it a natural pest controller. Anurognathus is a fascinating survivor, blending perfectly into the ecosystem as a harmless but remarkable flying reptile.

While primarily an insect hunter, the Anurognathus has evolved a more fearsome side—it can latch onto larger animals and use its needle-like teeth to suck blood, much like a modern vampire bat. Using its wide jaws, it can extract small amounts of blood without causing much harm to its host. Its sharp senses, enhanced by its mimicry ability, allow it to move undetected in the twilight hours, making it a fearsome yet discreet presence in its ecosystem.

Previous Versions

Name Date Modified Views Adds Version Actions
10/2/2024 2:23:54 PM
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Coming Soon

Habitat: Forest

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