Homebrew/SRD
Amphibious. The Pteramander can breathe air and water.
Flyby. The Pteramander doesn't provoke Attack of Opportunity when moving away from enemies.
Darkvision 60ft. Passive Perception 15.
Screech. The Pteramander can produce a screech, alerting other krasis in the area.
Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: (1d6-1) piercing damage.
Swift Escape. The Pteramander can take Dash as a bonus action. It will only do this to escape combat.
A curious krasis, made from the union of salamander and drake genes. They were one of the first krasis properly created under Vannifar's tenure as Prime Speaker and demonstrated the full utility of Biomancy over simply using Vig's Cytoplasm. Thankfully, the first few strains of Pteramanders were without issue, and before long, they were sanctioned for further incubation.
Swift and shrewd, they won't engage threats they don't think they can eat, and are more prone to studying things from afar. If confronted, they're more likely to either engage in a defense display, which is puffing itself up and warbling, or outright fleeing. Should one choose to fight, they make for surprisingly swift strikers, if they can bypass their own shyness.
Despite this, a lot of biomancers keep them as pets or familiars due to their agility and ability to fly for a considerable time.