(Dinosaur) Avimimus, the Feathered Bolt
“Blink and you’ll miss it—Avimimus races across the ancient plains like a feathered phantom on two legs!”
Avimimus is a small, lightly built theropod with long, powerful legs and a slim, aerodynamic body. Standing just over 3 feet tall at the hip and measuring around 5 feet in length, it is covered in fine, feather-like filaments. Its toothless beak is narrow and pointed, ideal for pecking at insects, seeds, and small prey. A short crest of display feathers crowns its head, shimmering subtly in the light—suggesting both speed and intelligence.
Behaviour:
Incredibly fast and alert, Avimimus is rarely seen before it is already gone. It travels in small flocks, chirping and clicking in complex vocalizations. These calls serve both as warnings and coordination signals. It is diurnal and spends much of its time darting through open scrubland or light forest, foraging constantly while keeping one eye on the sky and another on the underbrush. When startled, the whole group may scatter in a blur of motion, then regroup at a safer distance.
Habitat:
Avimimus inhabits dry floodplains, rocky grasslands, and arid scrub zones. It prefers regions where it can see predators from a distance and rely on speed for escape. It nests communally in shallow scrapes, often in the lee of boulders or under brushy cover, suggesting some degree of social organization.
Modus Operandi:
Avimimus relies entirely on its agility and intelligence for survival. It uses its keen senses to detect danger early, and rarely confronts threats directly. If cornered, it darts and feints with rapid, unpredictable movement, attempting to confuse and outmaneuver its attacker. In rare cases, a flock may mob a vulnerable creature using distraction and pecks, but only when the risk is minimal. Its curved, clawed hands are used to snatch up small prey, not to fight.
Motivation:
Driven by the need to forage efficiently and stay ahead of predators, Avimimus is constantly alert. Its goals are simple: survival, reproduction, and the cohesion of its flock. It shows signs of curiosity and playfulness when not under threat, and may even interact non-aggressively with other species it doesn’t perceive as a danger. Speed is both its weapon and its philosophy—fight nothing you can outrun.
Avimimus 5e
Avimimus 5e (Swarm)
Avimimus 3.5
Avimimus, the Feathered Bolt
Small Beast, Unaligned
Challenge 1/4 (50 XP)
Armor Class 15 (natural agility)
Hit Points 18 (4d6 + 4)
Speed 50 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
8 (–1) | 18 (+4) | 12 (+1) | 4 (–3) | 14 (+2) | 6 (–2) |
Saving Throws Dex +6, Wis +4
Skills Acrobatics +6, Perception +4, Stealth +6
Senses Passive Perception 14
Languages —
Proficiency Bonus +2
Size Small
Type Beast
Traits
Evasive Step.
When Avimimus takes the Dash action, opportunity attacks against it are made with disadvantage until the start of its next turn.
Featherlight Frame.
Avimimus can move through the space of any creature of Medium size or larger. It doesn’t provoke opportunity attacks when passing through the space of a creature that it has not attacked this turn.
Coordinated Flock.
When within 10 feet of another Avimimus, it gains advantage on Dexterity saving throws and can use the Help action as a bonus action.
Keen Sight.
Avimimus has advantage on Wisdom (Perception) checks that rely on sight.
Actions
Pecking Jab.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 6 (1d6 + 3) piercing damage.
Rapid Strike (Recharge 5–6).
Avimimus makes two Pecking Jab attacks and then moves up to half its speed without provoking opportunity attacks.
Reactions
Blur of Feathers. (Recharge 4–6)
When a creature Avimimus can see targets it with an attack, Avimimus imposes disadvantage on the attack roll by darting to the side in a flash of movement. It must be able to move at least 5 feet.
Tactics
- Ambush Avoidance: Avimimus avoids combat if possible, relying on Evasive Step and Featherlight Frame to escape entrapments.
- Group Harassment: In numbers, Avimimuses use Help actions and Rapid Strike to whittle down single targets and confuse slower foes.
- Hit and Fade: It jabs with its beak and immediately withdraws or dashes, trusting its reflexes and speed over brute strength.
- Scout Behavior: When used as part of an encounter, a single Avimimus might be a scout for larger creatures or a sign of an approaching herd.
Optional: Swarm Encounter Variant
In groups of 4 or more, Avimimus can be run as a Swarm of Feathered Runners (adjust HP/AC slightly, increase CR to 1). Consider granting:
- Swarm Tactics: When 3 or more Avimimus are within 5 feet of the same target, their Pecking Jab deals an additional 1d6 damage.

Avimimus is a 5-foot-long, beaked theropod. It is from the Late Cretaceous.
Originally Posted by Nilbog of the Wizards Community forums.
Avimimus | |
Size/Type | Small animal |
Hit Dice | 1d8+1 (5 hp) |
Initiative | +2 |
Speed | 40 ft. (8 squares) |
Armor Class | 14 (+1 size, +2 Dexterity, +1 natural) |
Base Attack/Grapple | +0/-4 |
Attack | Bite +2 melee (1d4) |
Full Attack | Bite +2 melee (1d4) |
Space/Reach | 5 ft./5 ft. |
Special Attacks | — |
Special Qualities | Low-Light Vision |
Saves | Fort+3, Ref +4, Will +2 |
Abilities | Strength 11, Dexterity 14, Constitution 13, Intelligence 2, Wisdom 11, Charisma 6 |
Skills | Jump +6, Spot +3, Survival +2 (+4 following tracks) |
Feats | Run |
Environment | Warm and temperate forests, plains, and hills |
Organization | Solitary or flock (2-5) |
Challenge Rating | 1/3 |
Treasure | None |
Alignment | Always neutral |
Advancement | 2-3 HD (Medium) |
Avimimus is no threat to humanoids, though it might try to pilfer a chicken from a coop.
Swarm of Avimimus
Medium Swarm of Small Beasts, Unaligned
Challenge 2 (450 XP)
Armor Class 15 (natural agility)
Hit Points 44 (8d8 + 8)
Speed 50 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 18 (+4) | 13 (+1) | 2 (–4) | 14 (+2) | 5 (–3) |
Saving Throws Dex +6, Wis +4
Skills Acrobatics +6, Perception +4, Stealth +6
Damage Resistances Bludgeoning, Piercing, Slashing
Condition Immunities Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned
Senses Passive Perception 14
Languages —
Proficiency Bonus +2
Type Beast
Size Medium (Swarm)
Traits
Swarm Form.
The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Small creature. The swarm can’t regain hit points or gain temporary hit points.
Blinding Motion.
Creatures that start their turn in the same space as the swarm must succeed on a DC 13 Constitution saving throw or have disadvantage on attack rolls until the start of their next turn due to the disorienting flurry of movement.
Flickerstep Coordination.
If the swarm takes the Dash action, all opportunity attacks against it are made with disadvantage until the start of its next turn.
Keen Sight.
The swarm has advantage on Wisdom (Perception) checks that rely on sight.
Actions
Swarming Jabs.
Melee Weapon Attack: +6 to hit, reach 0 ft., one creature in the swarm’s space.
Hit: 18 (4d6 + 4) piercing damage, or 9 (2d6 + 4) if the swarm has half its hit points or fewer.
Distraction Peck (Recharge 5–6).
Each creature within 5 feet of the swarm must succeed on a DC 13 Dexterity saving throw or be unable to take reactions until the start of its next turn. The swarm then moves up to half its speed without provoking opportunity attacks.
Tactics
- Engulf and Confuse: The swarm rushes vulnerable targets, using Swarming Jabs and Blinding Motion to create disarray.
- Escape-Ready: It uses Flickerstep Coordination to disengage cleanly when cornered.
- Skirmish Behavior: Especially deadly in open terrain, the swarm constantly shifts positions and divides enemies.