Amamir (5e Creature)

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Tiny monstrosity, neutral

Armor Class 12
Hit Points 32 (5d4 + 20)
Speed 30 ft., fly 30 ft. (see Bad Flier below)

10 (+0) 14 (+2) 18 (+4) 6 (-2) 7 (-2) 8 (-1)

Skills Stealth +4, Survival +0
Damage Vulnerabilities radiant
Senses darkvision 30 ft., passive Perception 8
Challenge 1 (200 XP)

Pack Tactics. The amamir has advantage on an attack roll against a creature if at least one of the amamir's allies is within 5 feet of the creature and the ally isn't incapacitated.

Bad Flier. The amamir falls at the end of a turn if it's airborne and the only thing holding it aloft is its flying speed.


Bite. Melee Weapon Attack +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage.

Talons. Melee Weapon Attack +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage.


Anamir are rather small creatures that like to swarm in small groups. They are very sociable unless they have been starving for a day or two. Do not interact unless you have food with you for these tiny predators. They will call for any nearby allies and friends to attempt to hunt a meal, sometimes taking on animals that are big as a large dog.
Depending on what animal they are based on, they can attempt to flutter and fly. The closest thing to describing these poor creatures' flight is that of a chicken. In different regions, they are also called iratis.

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