Creature Spotlight: Lyn’skyurr


This is my new homebrew creation. The muse for this was from a video that my husband was watching of a Monster Hunter Worlds play-through, they were fighting a Tobi-Kadachi monster.

I didn’t copy the monster, just used it for my inspiration. I based it on a flying squirrel, then gave it the Dire and Saurian creature templates (I used the Asp snake for the poison bite) instead of dragon (it was a wyvern in the game), with a hint if the thunder child creature from The Advanced Bestiary. Of course, it can grow larger as it ages. I din’t make it as powerful as these templates allowed, but picked and chose what I wanted.

I made the name up by combining Lyn from Norwegian and Skyurr from Armenian. Combined it means Lightning Squirrel. Below is a slide show of prehistoric and present-day creatures as well as the one from Monster Hunter Worlds, that I used for my creature building.



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Below is the creature in two different formats, word and from Homebrewery (I’m still learning to input here):


Lyn’Skyurr (Lightning Squirrel)         CR 4

XP 1200

N Small magical beast (augmented, air)

Init +6; Senses darkvision 60 ft, low-light vision, scent; Perception +10



AC 21, touch 17, flat-footed 15 (+2 Dex, +4 natural armor, +1 size, +4 dodge bonus to AC)

hp 46 hp (5d10+15)

Fort +6, Ref +7, Will +4



Speed 60 ft., fly 40 ft. (clumsy)

Melee 2 claws +7 (1d3+2 plus rake+1d6 electricity), bite +6 (1d4+1 plus poison or +1d6 electricity)

Special Attacks electricity, leaping pounce, poison, rake

Space 5ft., Reach 5 ft.



Str 12, Dex 15, Con 16, Int 4, Wis 16, Cha 10

Base Atk +5; CMB +5; CMD 17 (10 vs. trip)

Feats Improved Initiative, Skill Focus (Stealth), Weapon Focus (claws)

Skills Acrobatics +20 (+16 when jumping), Climb +12, Fly +4, Stealth +15, Survival +10; Racial Modifiers +16 Acrobatics, +8 Climb, +4 Perception, +8 Survival

SQ glide



Environment temperate forests

Organization solitary, pair or nest (3–8)

Treasure 1,150


Special Abilities

Electricity (Ex) Each of the Lyn’skyurr’s natural melee attacks deal +1d6 points of electricity damage. Any creature grappling a Lyn’skyurr takes 2d6 points of electricity damage each round that the grapple is maintained.

Glide (Ex) A Lyn’skyurr cannot use its fly speed to hover. When flying, a Lyn’skyurr must end its movement at least 5 feet lower in elevation than where it started.

Although not capable of actual flight, a Lyn’skyurr possesses a furry membrane stretching between its wrists and ankles, allowing it to glide for long distances.

Leaping Pounce (Ex) When a Lyn’skyurr charges a foe and jumps for at least the last 10 feet of movement, it may make a full attack, including rake attacks.

Rake (Ex) A Lyn’skyurr with this special attack gains extra natural attacks under certain conditions, typically when it grapples its foe. In addition to the options available to all grapplers, a Lyn’skyurr gains two free claw attacks that it can use only against a grappled foe. The bonus and damage caused by these attacks is included in the Lyn’skyurr’s description. A Lyn’skyurr must begin its turn already grappling to use its rake—it can’t begin a grapple and rake in the same turn.

Poison (Ex) Bite—injury; save Fort DC15; frequency 1/round for 6 rounds; effect 1d2 Con; cure 2 consecutive saves. The save DC includes a +2 racial bonus. Useable 1/round.


Lyn’skyurr appear to be small reptilian creatures with the head of an asp, and the body of a flying squirrel. The lower part of their body is covered in grayish-green scales, while along their spine it is covered in dark gray fur. This fur appears to constantly have static electricity coursing through it.

These creatures are mostly ambush hunters, when young they hunt in packs but when they mature and take a mate, they hunt in pairs or as a family unit.

Some Lyn’skyurr have been known to have rudimentary language skills. Some believe it’s mimicry, while others believe that they have a rudimentary Intelligence. Some humanoids train Lyn’skyurr as bestial guardians.



When a Lyn’skyurr advances to Large or above, the creature the begins to become a more dangerous predator and use its natural weapons to better advantage.

Bite Becomes the Lyn’skyurr’s primary attack that deals 2d6 damage plus 1-1/2 times the Lyn’skyurr’s Strength bonus (even though it has more than one attack). A Lyn’skyurr’s bite attack has reach as if the creature were one size category larger (+10 feet for Colossal Lyn’skyurrs).

Claws The Lyn’skyurr’s claws become its secondary attack and deals the 1d8 damage plus the Lyn’skyurr’s Strength bonus.

Tail Slap The Lyn’skyurr can slap one foe each round with its tail. A tail slap is a secondary attack that deals 1d8 damage plus 1-1/2 times the dragon’s Strength bonus (this is an exception to the normal secondary attack rules).

Lyn’skyurr lightning squirrel.pdf


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Creature Spotlight: Aerial Polyp

Aerial Polyp      CR 4

An small jelly-like being floats peacefully in the warm air currents, trailing long hairlike tendrils from its central mass.

N Small vermin (air)

Init +4; Senses Blindsight 40 ft, sense vibrations 60 ft; Perception +2


AC 17, touch #, flat-footed # (+2 natural, +1 size)

hp 40 (5d8+4)

Fort +3, Ref +7, Will +3

Immune vermin traits

Resist cold/10


Speed Fly 20 ft, Jet 40 ft

Melee tentacles +6 (2d6 + poison)

Ranged harpoon +7 (1d4 + poison)

Space 5 ft., Reach 10 ft.

Special Attacks Harpoon, Attach


Str 12, Dex 14, Con 12, Int –, Wis 10, Cha 2

Base Atk +5; CMB +7 (+7 grapple); CMD 17 (can’t be tripped)

Feats Weapon Finesse, Ability Focus, Multiattack

Skills Stealth +5, Fly +8; Racial Modifiers +8 Stealth


Environment Skylands, any aerial

Organization solitary, pack (2-3), or bloom (6+)

Treasure none



Attach (Ex) The polyp automatically latches onto its target when it successfully makes a harpoon attack. The creature is considered grappling, but the target is not. The target can attack or grapple the polyp as normal, or break the attach with a successful grapple or Escape Artist check, if a save is successful. A polyp has a racial bonus to maintain a grapple (listed in its CMB entry).

Blindsight 40 ft (Ex) Polyps possess blindsight, they use a combination of sensitivity to vibrations and echolocation to operate effectively without vision. This makes invisibility and concealment (even magical darkness) irrelevant to them (though it still can’t see ethereal creatures).

Harpoon Attack (Ex) When a target is sensed one or multiple harpoons are launched and reeled in. The needle-like harpoon tips ‘attach’ to the target and injects an anesthetizing liquid through the tip. When the target stops moving, another chemical is injected to start the digestion process. Then the polyp, drinks the result.

Jet (Ex) A monstrous jellyfish can jet backward once per round as a full-round action at a speed equal to four times its swim speed. It must move in a straight line, but does not provoke attacks of opportunity while jetting.

Poison (Ex) Harpoon–injury; save DC 18; frequency 1/minute for 6 minutes: effect paralyzed; cure 2 consecutive saves. The save DC is Fortitude-based. The target must save per harpoon attached.

Resistance to Cold (Ex) A Polyp has cold resistance 10.

Sense Vibrations (Ex) Polyps can sense vibrations, electricity and heat within 60ft. This allows them to detect wind currents, living creatures flying by and heat thermals.

Transparent (Ex) Due to its lack of coloration, a polyp is difficult to discern. A DC 20 Perception check is required to notice a motionless polyp. Any creature that fails to notice a polyp and walks into it triggers an attack of opportunity.

The aerial polyp’s body is a translucent blue or clear hollow form resembling a marine jellyfish. An aerial polyp’s body averages 4 feet or more in diameter, while its tentacles (trailing below it) can reach lengths of around 20 ft or greater. Its body is often a gas filled bladder, when needed a polyp can expel some of this gas to put on a burst of speed. Polyps come in all colors, shapes and sizes as seen in the slideshow below.

Native the the Skylands, a polyp is an ambush hunter. They are nomadic creatures that float around the clouds and aerial islands of this nation. Due to their transparent nature and ranged attack, as long as there are creatures flying nearby they will be well-fed. When creatures in its hunting grounds become scarce, a polyp moves on to new ones.

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