Homebrew, Monster Manual II (3.5e), 2002
Intimidation +2, Perception +4, Survival +6
Passive Perception 14
Flyby. The asperi doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Uncanny Dodge. If the asperi has to make a Dexterity saving throw to see if it takes half damage from an attack, on a success it takes no damage & on a failure it takes half damage.
Wind Immunity. If the asperi cannot be moved or suffer movement penalties due to natural or magical wind conditions, such as from the Gust of Wind spell.
Multiattack. The asperi can make a hooves & an icey bite attack.
Hooves. Melee Weapon Attack: +5 to hit, reach 5ft, one target. Hit: 17 (4d6 + 3) bludgeoning damage.
Icey Bite. Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 10 (2d6 + 3) cold damage.
Ride the Wind (Recharge 5-6). If the DM determines that there is a sufficient amount of wind, the asperi can ride the air current for a speed boost. The asperi's movement speed is doubled until the end of its next turn.
Dodge Missiles. If the asperi is hit with a ranged attack, it can add a +2 bonus to its armor class to attempt to avoid the hit.
Featherfall (4/Day). The asperi can innately cast the Feather Fall spell requiring no verbal or material components.
Any climate; Mountain terrain; Elemental Plane of Air
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