Azmyth (CR 1)

Small Magical Beast
Alignment: Usually chaotic neutral
Initiative: +2 (Dex); Senses: darkvision 90 ft., Listen+3, and Spot+3


AC: 18 (+1 size, +2 Dex, +5 natural), touch 13, flat-footed 16
Hit Dice: 2d10+2 (13 hp)
Fort +4, Ref +2, Will +1
Speed: 10 ft. fly 60 ft.(perfect)
Space: 5 ft./5 ft.
Base Attack +1; Grapple -4
Attack: Bite +3 melee, tail +3 melee
Damage: Bite 1, tail 1d2
Special Attacks/Actions: Electrical shock 1d8+2 (twice per day), spell-like abilities
Abilities: Str 10, Dex 15, Con 13, Int 13, Wis 12, Cha 6
Special Qualities: Spell-like abilities, SR 19
Feats: Alertness
Skills: Listen+3 and Spot+3
Advancement: -
Climate/Terrain: Any land
Organization: Solitary
Treasure/Possessions: None

Source: Converted

Azmyths are small intelligent magical bats that 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 shrieks 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.