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Bat, Azmyth - XP Value: 175
General
Creature TypeMagical Beast
Climate/TerrainAny Land
FrequencyRare
OrganizationSolitary
Activity CycleAny
DietOmnivore
IntelligenceHigh (13-14)
TreasureNil
AlignmentChaotic Neutral
Number Appearing1
SizeSmall (3')
Combat
Armor Class (AC)2/18
Movement3, Fl 24 (A)
Hit Dice2 9roll:2d8]
THAC0/BaB19/+1
Number of Attacks2
Damage per Attack1/ 1d2
Special AttacksMagic Use
Special DefensesMagic Use
Magic Resistance40%
Psi ResistanceNil
Initiative+0
Description
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.

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